Jump to content

Sharing the Wealth (Nods to Enforcer84)


JeffreyWKramer

Recommended Posts

Enforcer84's long-running "Hero a Day" thread is pretty cool. It features complete write-ups for a variety of characters. Well, lately I've been having a major creative spurt in regard to CHAMPIONS - namely, I've been thinking up tons of characters, both heroes and villains. Some are characters I'd like to play as PCs someday, others are potential NPC heroes, and many are villains. The problem is, by and large these characters would be pretty extraneous in my current online champion (the high-powered New Sentinels campaign). Which is a shame, in my opinion. I think (hope?) these characters are good enough to see the light of day.Thus, this thread.I don't know if I'll manage to put out a character a day, but I'm going to try to present a whole bunch of characters - heroes and villains, at different power levels. Hopefully some of you will find some of these characters useful for your campaigns, or at least interesting to read about. Who knows, maybe someone will decide to use one, or a variation of one, as a PC? If so, I'll be honored.A couple of notes. First, I'm still playing around with the Hero Designer software, so there might be some wonky bits here and there. Second, I'd love to provide pictures of the characters, as I am a fairly good artist, but I don't have a scanner and I also don't have any graphics/drawing programs worth a darn. If someone can point me to a good piece of shareware that would run on a Windows-supported system, I'd be quite thankful.Now, time to get the show on the road.Our first contestant is an undead crime boss. He's dangerous, but really not powerful to be a true "master villain". I'll probably present some of his underlings next. Mr. Muerte

Val** Char*** Cost
30** STR 20
23** DEX 39
20** CON 20
15** BODY 10
18** INT 8
20** EGO 20
30** PRE 20
6** COM -2
*
30** PD 24
20** ED 16
6** SPD 27
10** REC 0
40** END 0
60** STUN 20
*6"**RUN02"**SWIM06"**LEAP0Characteristics Cost: 222
Cost** Power END
42** Death Gaze: Killing Attack - Ranged 1d6+1, Invisible to Hearing, and Sight Groups, Source Only (Visible to Smell - Scent of Decay/Grave); +1/4), Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (85 Active Points); Limited Power (Only vs. Living Beings; -1/2), Concentration (1/2 DCV; -1/4), Restrainable (Only by means other than Grabs and Entangles; Blinding/Blindfolding; -1/4)* 4
17** Razor-Sharp Fingernails: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Restrainable (-1/2)* 1
25** Fists Like Sledgehammers: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)*
7** Tireless: Strength 30, Reduced Endurance (1/2 END; +1/4) (7 Active Points)*
30** Like Punching A Wall: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); Always On (-1/2), Limited Power (Only When Struck) (-1/4)*
20** Steel-Hard Skin: Damage Resistance (20 PD/20 ED)*
12** Immovable: Knockback Resistance -6"*
6** Indestructable: Lack Of Weakness (-6) for Normal Defense*
6** Indestructable: Lack Of Weakness (-6) for Resistant Defenses*
6** Indomitable Will: Mental Defense (10 points total)*
48** Undead Body: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; 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 only has to sleep 8 hours per week)*
6** Blood Ritual: Healing BODY 4d6, Can Heal Limbs (45 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), OAF Bulky Expendable (Difficult to obtain new Focus; Human Sacrifice; -1 3/4), Gestures (Requires both hands; -1/2), Incantations (Requires Incantations throughout; -1/2)*
5** Darksight: Nightvision*
9** Supernatural Senses: +3 PER with all Sense Groups*
9** Magic Sense: Detect Magic 15- (Unusual Group), Discriminatory, Analyze, Range (22 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Extra Time (Full Phase, -1/2)*
Powers Cost: 248
Cost** Skill
3** Bribery 15-*
3** Interrogation 15-*
0** Language: Spanish (completely fluent) (3 Active Points)*
2** Language: English (completely fluent) (3 Active Points)*
2** Language: Latin (completely fluent) (3 Active Points)*
1** Language: Central/South American Native Languages (basic conversation)*
10** +2 with HTH Combat*
3** Persuasion 15-*
3** Stealth 14-*
3** Streetwise 15-*
6** Survival (Temperate/Subtropical, Tropical, Desert) 13-*
5** WF: Common Melee Weapons, Small Arms, Garrote*
5** KS: Crime and Criminals 15-*
3** KS: Magic 13-*
5** PS: Crime Lord 15-*
Skills Cost: 54
Cost** Perk
10** Money: Wealthy*
45** 52 Hardened Criminals (100 pt base + 50 Disadvantages)*
50** Followers - 4 Starting Supervillains (200 Base/150 Disads)*
Perks Cost: 105
Cost** Talent
3** Simulate Death*
Talents Cost: 3
Val** Disadvantages
5** Dependence: (Human Sacrifice Ritual) Takes 3d6 Damage (Difficult To Obtain, 1 Week)*
15** Distinctive Features: Odor of Decay/Death (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
10** Distinctive Features: Undead/Aura of Evil (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)*
15** Distinctive Features: No Vital Signs (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)*
5** Distinctive Features: Grayish Skin, Unusually Long Fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
20** Enraged: Berserk Attacked With Holy Items (Uncommon), go 11-, recover 14-, Berserk*
5** Hunted: FBI 8- (As Pow, NCI, Watching)*
5** Hunted: DEA 8- (As Pow, NCI, Watching)*
10** Hunted: Gauntlet (Government-Sponsored Superhero) 8- (As Pow, Harshly Punish)*
15** Physical Limitation: Cannot Enter Hallowed Ground/Holy Places (Infrequently, Fully Impairing)*
15** Psychological Limitation: Hates/Fears Magic-Wielders (Common, Strong)*
15** Psychological Limitation: Cruel and Sadistic (Common, Strong)*
15** Psychological Limitation: Vengeful (Common, Strong)*
30** Susceptibility: Touched By Holy Item; Takes Normal Damage Stun and Body (NND), 1d6 damage per Phase (Uncommon; Custom Adder)*
10** Reputation: Ruthless Drug Kingpin/Crime Lord (Not Widely Known Outside Law Enforcement/Underworld), 11- (Extreme; Known Only To A Small Group)*
Disadvantage Points: 190

Base Points: 350Experience Required: 92Total Experience Available: 92Experience Unspent: 0Total Character Cost: 632

Height: 1.82 m Hair: Black
Weight: 88.00 kg Eyes: Brown
Appearance: Jorge Salgado dresses stylishly, but his grayish pallor gives him an unhealthy appearance. He also emits the scent of death, though he uses strong colognes to hide this when he goes out in public (always surrounded by bodyguards and hirelings). He has long, well-groomed nails and speaks English fluently, though with a notable accent. Despite his villainous alias, Mr. Muerte does not wear a garish costume or otherwise favor the typical supervillain fashions. He has black hair, worn closely-cropped, and brown eyes.Personality: Salgado is motivated by nothing more than the desire for personal power, and he has no qualms about gaining said power by any means necessary. Salgado was a classic psychopath even before gaining his dark powers, and since then he's actively served and promoted evil for its own sake. He likes to be in charge, and as such, he's more often than not the dark figure behind the scenes, but he has no problem with getting his own hands dirty as dictated by necessity or by his own cruel desires.

 

Few things scare Salgado. He has an intense hatred of holy symbols and items, and those who bear them, but he only fears such things if they are wielded by someone of great power. This happens only rarely, in part because few know that he has supernatural powers, and even fewer realize he is undead. He also hates and fears most others who know the ways of magic, as he knows they will likely recognize him for what he is, and may be able to destroy him.

Quote:"Some men fear death. Some men bring death to others. I *am* death."Background: Long ago, Jorge Salgado was a member of El Salvador's feared death squads. When the evil regime that supported the squads fell, he became a mercenary and hired thug, mostly working for drug kingpins throught Central and South America. In 1989, while working in Nicaragua, he'd tired of being a toady for others and was seeking options that would let him be his own man, someone who gave the orders for once, rather than following them. After hearing tales of a reclusive and feared evil bruja, or witch, possessing the Evil Eye and other dark powers, Salgado sought this woman out. She recognized within him a capacity for great evil, and after receiving permission from the dark spirits she served, started teaching him the secrets of her black magic. He studied under the woman long enough to identify a path to greater power, then took that path - a magical ritual in which the bruja became Salgado's first sacrifice.

 

Within a short time, Salgado had used his dark powers to kill his former employer and take his place in the Nicaraguan cocaine cartels. His methods also earned him an alies - Senor Muerte (Mr. Death). As his power grew, Salgado decided to branch out more on his own, eventually moving to the US, where he has facilitated the trafficking of cocaine and other narcotics. His profits from these activities made him quite wealthy, and his power grew even further as he used his gains to expand his criminal enterprises into areas such as slavery and murder-for-hire. Although he's been arrested, Salgado has never been convicted of a crime (most often because witnesses against him tend to disappear or die suddenly), and his dark powers and reputation continue to grow. The name Mr. Muerte has gradually become quite feared in the US, both within the law enforcement community and in the criminal underground.

Powers/Tactics: The dark rituals Salgado performed transformed him into an undead being of great power. Supernaturally strong, incredibly durable and effectively immortal, Salgado can kill with his razor-sharp nails, his great strength or his very gaze, which causes targets to decay and die in a gruesome manner, leaving nothing but bones and rotted flesh. He does not possess all of the abilities common to vampires and other powerful, undead beings, but he also does not have their weaknesses to sunlight or their need to sleep in coffins. However, as an unholy being, he is vulnerable to holy items and substances and unable to enter holy places. In addition, he has to continue to dedicate human sacrifices to the dark powers in order to maintain his existence. This ritual is separate from the one he sometimes performs to heal himself on the rare occasions when he has been significantly wounded.Campaign Use: Mr. Muerte makes a good behind-the-scenes criminal mastermind for a group of lower-powered heroes, particularly those who concentrate their efforts on street-level crime. He would also make a great Hunted for a single, more powerful street-style hero. He is dangerous but not enough of a combat monster to present a great deal of direct threat to a group of high-powered flying bricks, energy-blasters and magic-masters, but his resources easily allow him to hire other villains - or assassins - to handle any of those who cross his path. More often than not, the heroes will first run into some of Mr. Muerte's criminal followers then face-off with the lesser supervillains in his employ (Bandido, La Diabla, El Toro, Machete) well before they encounter him directly.Edit: Adding in the file
Link to comment
Share on other sites

  • Replies 135
  • Created
  • Last Reply

Top Posters In This Topic

Re: Sharing the Wealth (Nods to Enforcer84)Next up to bat... the first of Mr. Muerte's supervillain underlings.El Toro

Val** Char*** Cost
40** STR 30
18** DEX 24
30** CON 40
20** BODY 20
5** INT -5
14** EGO 8
25** PRE 15
10** COM 0
*
20** PD 12
16** ED 10
4** SPD 12
14** REC 0
60** END 0
55** STUN 0
*12"**RUN122"**SWIM08"**LEAP0Characteristics Cost: 178
Cost** Power END
20** Tough as a Bull: Physical Damage Reduction, 50%*
3** Toughness: Lack Of Weakness (-3) for Normal Defense*
4** Big Lungs: Life Support (Extended Breathing)*
20** Immovable Object: Knockback Resistance -10"*
Powers Cost: 47
Cost** Martial Arts Maneuver
4** Arm Bar: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls*
3** Body Slam: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike; Target Falls; Must Follow Grab*
4** Bull Rush: 1/2 Phase, +0 OCV, -2 DCV, 12d6 +v/5 Strike, FMove*
5** Clothesline: 1/2 Phase, +1 OCV, +0 DCV, 10d6 +v/5; FMove*
4** Crush: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab*
3** Drop Kick: 1/2 Phase, +2 OCV, +1 DCV, 10d6 Strike; You Fall, Target Falls*
4** Duck/Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
3** Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on*
5** Head Bash: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike*
5** Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable*
4** Punch/Forearm Strike: 1/2 Phase, +2 OCV, +0 DCV, 12d6 Strike*
4** Reversal: var Phase, -1 OCV, -2 DCV, 65 STR to Escape; Grab Two Limbs*
4** Sleeper Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND*
5** Stomp: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike*
8** +2 HTH Damage Class(es)*
Martial Arts Cost: 65
Cost** Skill
3** Acrobatics 13-*
5** Acting 15-*
7** Breakfall 15-*
3** Climbing 13-*
0** Language: Spanish (completely fluent) (3 Active Points)*
1** Language: English (basic conversation)*
5** PS: Pro Wrestling 14-*
6** KS: Pro Wrestling 15-*
3** Streetwise 14-*
7** Teamwork 15-*
20** +4 with HTH Combat*
Skills Cost: 60
Val** Disadvantages
15** Distinctive Features: Huge, Hulking Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
10** Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)*
25** Enraged: When Taunted (Common), go 14-, recover 11-*
20** Psychological Limitation: Loyal to Mr. Muerte (Very Common, Strong)*
15** Psychological Limitation: Stubborn (Common, Strong)*
15** Psychological Limitation: Easily Manipulated by Women and Kids (Common, Strong)*
20** Susceptibility: When Mind Controlled, 2d6 damage per Phase (Uncommon)*
20** Enraged: When Someone Point Gun At/Shoots Him (Common), go 14-, recover 14-*
10** Unluck: 2d6*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 2.00 m Hair: Brown
Weight: 130.00 kg Eyes: Brown
Appearance: El Toro is a huge Mexican man, age 29. He wears expensive shirts (and sometimes suit jackets) over full-length wrestling pants (black with red trim), boots (red with black laces) and wears a red full-head mask, with black trim and short, soft, black horns. If he has time, he strips off his shirt and jacket before going into combat.Personality: El Toro is as strong, stubborn, temperamental and dumb as his namesake, but he's really not a very evil person. He's easily manipulated by kids or women, and readily offers to help either, and once he gets his mind set on something, he sticks with it - until something else distracts him, at least.

 

El Toro is motivated mostly by praise and wealth. He sends much of his money back to his family in Mexico but otherwise lives well, buying expensive toys and watching pro wrestling matches in person or by pay-per-view. He doesn't really know about Muerte's dark powers, and would probably rethink his loyalties if he did, but for the moment he gladly serves Senor Muerte, as he's glad to be in the US.

Quote:"You will learn to not anger El Toro! Prepare to be trampled!"Background: Juan Araujo was the seventh child of a large, poor family from Mexico City. He wasn't very bright, but he was abnormally strong, and given his great size and strength and his admiration for professional wrestling, it seemed naturally that he would himself be attracted to the ring. As a teenager, he'd earned the nickname El Toro (the bull) due to his strength and stubbornness, and he adopted that same name - and a red, full-head mask with (soft) horns - as his wrestling persona.

 

Things went great for Juan for a few years. He was successful in the ring, achieving fame and financial success, and life seemed good, until a dishonest woman came into his life. She told Juan she was being harassed by a man and asked him to make him leave her alone. He gave his help readily, only to find that the man he'd crippled was a police officer, and that the woman was involved in her husband's drug business. All of a sudden El Toro found himself a wanted man. Forced to leave the ring, he fell further among bad influences, ending up acting as an enforcer and leg breaker for drug traffickers and mobsters. He eventually attracted Senor Muerte's attention, and came with Muerte to the United States.

Powers/Tactics: For a big, dumb guy, El Toro is amazingly skilled, and he has a strong sene of the dramatic. Thus, he tends to use showy combat maneuvers like charges, body slams and drop kicks, rather than just grabbing a foe and crushing him into unconsciousness. Nonetheless, he doesn't think much about complex strategies and he's not the least bit subtle. His basic style is to take the fight directly to the foe.Campaign Use: El Toro is one of Mr. Muerte's more powerful followers. He works well with the others and with Muerte's lesser underlings, though Bandido did make the mistake of pointing his pistols at El Toro once. Once was all it took, as the big man bowled him over and broke one of his arms much more quickly than he'd have thought possible.Edit: Adding the file:
Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)No comments yet? Like? Dislike? Suggestions for improving the characters? Ideas for the character? Questionable or inefficient power constructs?Next is another of Mr. Muerte's supervillainous underlings.BandidoPlayer: NPC (Villain)

Val** Char*** Cost
15** STR 5
23** DEX 39
15** CON 10
10** BODY 0
10** INT 0
14** EGO 8
18** PRE 8
18** COM 4
*
7/17** PD 4
7/17** ED 4
5** SPD 17
6** REC 0
30** END 0
30** STUN 4
*9"**RUN64"**SWIM25"**LEAP2Characteristics Cost: 113
Cost** Power END
16** .44 Automag : Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (Pistol; -1), 2 clips of 7 Charges (-1/4)*
5** Another .44 Automag Pistol: (5 Active Points)*
8** Skilled Shot: Multipower, 10-point reserve, all slots 4 clips of 7 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points); all slots OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
1u** 1) Slow 'em Down: Drain Dex 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
1u** 2) Leg Shot: Drain Running 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
1u** 3) Make 'em Dizzy: Drain INT 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
1u** 4) Weakening Shot: Drain STR 1d6 (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
1u** 5) Impairing Wound: Negative Combat Skill Levels: -2 DCV (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
1u** 6) Can't Fight Back:: Negative Combat Skill Levels: -2 OCV (10 Active Points); OAF (Pistols; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), Conditional Power .44 Automag Must Do Body (-1/2)*
15** Lucky Shot: Find Weakness 12- with .44 Automag*
14** Field Generator Belt: Multipower, 20-point reserve, Costs END Only To Activate (+1/4) (25 Active Points); all slots OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)*
1u** 1) Protective Field: Force Field (10 PD/10 ED) (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)* 2
1u** 2) Distortion Field: Invisibility to Sight Group (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)* 2
2** Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OAF Fragile (Goggles; -1 1/4)*
2** Nightvision Goggles: Nightvision (5 Active Points); OAF Fragile (Goggles; -1 1/4)*
9** Uncanny Senses: +3 PER with all Sense Groups*
Powers Cost: 79
Cost** Martial Arts Maneuver
3** Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike*
5** Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, 25 STR to Disarm*
4** Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm*
Martial Arts Cost: 12
Cost** Skill
15** +5 with any pistol*
8** Penalty Skill Levels: +4 vs. Range Modifier with pistols*
7** Acrobatics 16-*
3** Breakfall 14-*
3** Climbing 14-*
7** Fast Draw 16-*
0** Language: Spanish (completely fluent) (3 Active Points)*
2** Language: English (fluent conversation)*
3** Riding 14-*
7** Security Systems 13-*
7** Shadowing 13-*
5** Stealth 15-*
5** Streetwise 14-*
12** Survival (Temperate/Subtropical, Tropical, Desert, Urban) 13-*
7** Tracking 13-*
10** Two-Weapon Fighting (Ranged) *
4** WF: Small Arms, Blades, Grenade Launchers*
4** PS: Mercenary 13-*
Skills Cost: 109
Cost** Perk
3** Reputation: Incredible Marksman (A small to medium sized group) 11-, +3/+3d6*
Perks Cost: 3
Cost** Talent
3** Lightsleep*
31** Danger Sense (self only, any danger, Function as a Sense) 15-*
Talents Cost: 34
Val** Disadvantages
15** Reputation: Cold-Blooded Killer, Killed a Superhero (Ricochet I), 11- (Extreme)*
15** Hunted: Local Police 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)*
15** Hunted: FBI 8- (As Pow, NCI, Harshly Punish)*
15** Hunted: Ricochet II 11- (As Pow, Harshly Punish)*
20** Psychological Limitation: Tends to Freeze or Flee In Melee (Very Common, Strong)*
15** Psychological Limitation: Loyal to Mr. Muerte (Common, Strong)*
15** Psychological Limitation: Cowardly - Flees/Caves In When Wounded or Threatened With Torture (Common, Strong)*
5** Social Limitation: Secret Identity (Occasionally, Minor)*
15** Susceptibility: When Using Force/Invisibility Field, 2d6 damage per Minute (Common)*
20** Vulnerability: 2 x Effect vs Fear/Intimidation Attacks (Including Presence Attacks) - Cowardly (Common)*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.76 m Hair: Black
Weight: 80.00 kg Eyes: Brown
Appearance: Bandido dresses wears a close-fitting bodysuit, boots, gloves and military-style, full-face mask/head covering, and his nightvision goggles - all black. The field generator belt is dark blue, with a large, thick buckle that has some buttons along the top (the belt controls). Bandido has attached the holsters for his twin Automags to the field generator belt. An ammunition belt (holding extra magazines for the Automags) crosses his chest from his left shoulder to his right side. Beneath this outfit, Gustavo Silva is a handsome Latino man with a very muscular build and almost no body fat. He is clean-shaven and wears his hair cut very short.Personality: In the field, Bandido acts like a calm, competent professional; out of combat, he puts on an air of bravado and machismo. The truth is, though, that Bandido's near-death has left him something of a coward. He does fine so long as he can fight at a distance, but he is likely to either freeze up or (if opportunity presents itself) flee in panic when someone closes with him. He is otherwise completely loyal to Mr. Muerte, but he knows his cowardice would probably result in his elimination should Muerte become aware of it.

 

Bandido's Secret Identity Disadvantage refers to the fact that US law enforcement does not know his actual name, and that few people outside Mr. Muerte's closest operatives would recognize him out of costume or know that he used to be the feared Columbian criminal Gustavo Silva. Bandido really maintains only the most minimal identity as Gustavo Silva at this point, and really doesn't have much of a life outside his criminal activities. As such, having his identity revealed would be only a minor inconvenience, and Secret Identity is thus worth fewer-than-usual Disadvantage points in his case.

Quote:"No, no, you insult my marksmanship! I meant for the first shot to only wound him, because I wanted him to know pain and fear before death."Background: Gustavo Silva grew up amidst the chaos and crime that engulfed Columbia during the tail-end of the 20th century. His father was involved in the cocaine trade, and Gustavo was left to fend for himself when his parents, uncle and oldest brother were killed in a US-sponsored government raid. Gustavo blamed these deaths on the governments of Columbia and the US, of course - conveniently forgetting that the raid had occurred in response to his father ordering his henchmen to bomb the home of a judge. The incident caused him to declare a hatred of all government, and himself an outlaw who would get by on the principle that the strong can and should take what they wish. He thus started a career of banditry and kidnapping.

 

Gustavo Silva quickly developed a reputation as a daring and cruel man, and an amazing shot. Other bandits joined up with him, and his band earned a lot of notoreity... and many enemies. When he dared cross some of the drug kingpins, Gustavo realized too late that he'd definitely made the wrong enemy. He barely escaped the attack that left the rest of his gang dead, and as it was, he was sorely wounded. Days later, Gustavo was still hiding in the jungle, dying of infected wounds and nearly mad with fever, when agents of the dread Senor Muerte finally tracked him down. Having heard of his disappearance, Muerte decided to seek out Gustavo and offer the bandit a place in his organization in the US, recognizing that such an evil and violent man could well be an asset in his line of business. Gustavo accepted and served impressively, having taken to wearing a full-face mask and insisting that Muerte's other operatives refer to him as Bandido. That is the name by which he is known to most.

 

Bandido has served Mr. Muerte well as a combat specialist and hitman, and his activities have drawn the notice of law enforcement. In addition, his murder of the superhero Ricochet has earned him a reputation as a cold-blooded killer... not to mention the hatred of Ricochet's sister, who has taken on his superheroic mission in honor of her brother and in search of vengeance against his killer. She also wants to get back the original Ricochet's field generator belt, which Bandido took from the slain hero and has since used in his crimes.

Powers/Tactics: Bandido possesses no true superpowers. All of his abilities are the result of exceptional reflexes, training and equipment, and lots of experience. He is a truly fantastic marksman with pistols. He is skilled with all pistols, but currently favors the .44 Automag because of its power and impressive reputation. He is able to fight with two pistols at the same time and is also capable of amazing trick shots, including disarming opponents from a distance, finding weak spots in armored opponents or sturdy materials and placing his shots so as to inflict impairing wounds (Skilled Shot Multipower). Bandido's senses and infiltration skills are finely honed from years of jungle combat. He also makes use of sophisticated night vision goggles and the super-tech belt created by the slain superhero Ricochet. This belt emits an energy field which, depending on calibration, can either bend light around it (producing a visual distortion when viewed at very close ranges) or repel attacks. However, the field interacts poorly with the human neural system, resulting in unconsciousness (and eventually injury) if active for long periods of time, so Bandido tends to use it for only very brief periods of time (during combat or to quickly sneak past a guard, for example), rather than spending long periods of time sneaking around invisibly.Campaign Use: Mr. Muerte keeps Bandido around to deal with troublemakers, either as a lone hitman or as part of a strike force including Muerte's other supervillain followers. In either role, he will avoid close combat. He seeks out cover when possible, and is not above injuring a bystander to throw off pursuers. EDIT: I somehow shortchanged Bandido a couple of points, so I changed the text and updated the hdc.doc.
Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

The only thing I don't like is the darn Hero Creator thing (when a file is printed on the screen on my computer), of it being white text over a grey background. That makes it, to me, unreadable. Also, which also sucks, is that I can't change it, and do not own Hero Creator.

 

Beyond that, thay look good.

Link to comment
Share on other sites

Character #4Time for something different... a good guy - or, rather, gal - this time, though connected to the previous character, Bandido - his superheroic hunted, Ricochet!Ricochet II Player: NPC

Val** Char*** Cost
15** STR 5
29** DEX 57
20** CON 20
10** BODY 0
28** INT 18
14** EGO 8
15** PRE 5
20** COM 5
*
6/25** PD 3
6/25** ED 2
7** SPD 31
10** REC 6
44** END 2
35** STUN 7
*16"**RUN05"**SWIM37"**LEAP0Characteristics Cost: 172
Cost** Power END
12** Super-Reflexes: Elemental Control, 24-point powers*
13** 1) Swift Movement: Running +10" (16" total), x4 Noncombat (25 Active Points)* 2
6** 2) Dizzying Moves: Negative Combat Skill Levels (-2 to opponent's OCV), Area Of Effect (4" Radius; +1 1/2) (25 Active Points); Requires An Acrobatics Roll (-1/2), Limited Power Penalties Only Apply To Those Attacking Her (-1/2)* 2
7** Fighting Gloves/Boots: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (gloves and boots; -1/2)*
14** Field Generator Belt: Multipower, 20-point reserve, Costs END Only To Activate (+1/4) (25 Active Points); all slots OIF (Belt; -1/2), Gestures (Must Use Belt Control To Activate/Change Powers; -1/4)*
1u** 1) Protective Field: Force Field (10 PD/10 ED) (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Belt Control To Activate/Change Powers; -1/4)* 2
1u** 2) Distortion Field: Invisibility to Sight Group (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Belt Control To Activate/Change Powers; -1/4)* 2
15** Body Armor: Armor (9 PD/9 ED) (27 Active Points); OIF (reinforced bodysuit; -1/2), Activation Roll 15- (-1/4)*
5** Strong Mind: Mental Defense (8 points total)*
4** Uncanny Agility: Leaping +4" (7" forward, 3 1/2" upward)* 1
1** Tireless: Life Support (Sleeping Character only has to sleep 8 hours per week)*
Powers Cost: 79
Cost** Martial Arts Maneuver
3** Fast Punch/Snap Kick: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike*
5** Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort*
4** Takeaway: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm*
4** Avoid: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
5** Kick/Power Punch: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike*
Martial Arts Cost: 21
Cost** Skill
20** +4 with DCV*
7** Acrobatics 17-*
3** Breakfall 15-*
3** Computer Programming 15-*
3** Deduction 15-*
3** Climbing 15-*
3** Electronics 15-*
3** Paramedics 15-*
3** Stealth 15-*
4** AK: Home City 16-*
3** Scientist*
2** 1) SS: Biochemistry 15- (3 Active Points)*
2** 2) SS: Biology 15- (3 Active Points)*
2** 3) SS: Chemistry 15- (3 Active Points)*
2** 4) SS: Physiology 15- (3 Active Points)*
Skills Cost: 63
Cost** Talent
3** Absolute Time Sense*
5** Eidetic Memory*
3** Lightning Calculator*
4** Speed Reading (x10)*
Talents Cost: 15
Val** Disadvantages
20** Dependent NPC: Jerry Taylor, brother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)*
15** Dependent NPC: Greg Haley, boyfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)*
10** Distinctive Features: Talks/Moves Quickly (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
15** Enraged: Against Those Who Murder Innocents (Uncommon), go 11-, recover 11-*
15** Hunted: Mr. Muerte 8- (Mo Pow, Harshly Punish)*
10** Psychological Limitation: Hunts Bandido (Common, Moderate)*
15** Psychological Limitation: Thrillseeker, Doesn't Stop To Think Through Risk To Self (Common, Strong)*
20** Psychological Limitation: Protective of Bystanders/Innocents (Common, Total)*
15** Social Limitation: Secret Identity (Frequently, Major)*
15** Susceptibility: When Using Field Generator Belt Powers, 2d6 damage per Minute (Common)*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.60 m Hair: Brown
Weight: 50.00 kg Eyes: Hazel
Appearance: Kathy Taylor is in her mid-20s. She has long, curly, dark brown hair, hazel eyes and a slim, well-toned build. As Ricochet, she wears her hair tied back in a ponytail. When out of costume, she favors a very casual but modest look. Her Ricochet outfit is form-fitting and made of a rather shiny fabric. It consists of a one-piece, long-sleeved bodysuit (like that worn by female gymnasts) in red with a black stripe down the side of each arm, black leggings, royal blue elbow and knee pads, and royal blue boots, gloves, hood and belt. The boots and gloves are heavily reinforced at striking points (knuckles, toe, outer edge of the boot). The hood incorporates a pair of goggles to protect her eyes but leaves the lower part of her face visible and also has a hole at the base of her skull, from which her ponytail hangs. The belt buckle is thick and has buttons along the top edge, with which she activates the belt's invisibility and force field functions. Personality: Kathy Taylor originally became Ricochet to seek vengeance. Her desire to end the criminal careers of those responsible for her brother's death hasn't waned, but her primary motive for being a superhero is to simply do the right thing and to prevent others from the all-too-familiar experience of losing a loved one to crime. She is quick to strike down those who harm innocents, but just as quick to break off a fight if necessary to avoid endangering bystanders. Kathy has also had to admit to herself that she really loves the thrill of being Ricochet, and that she looks forward to coming home from her job as a computer network manager, putting on the costume and going out to fight crime. Nonetheless, Kathy has maintained a strong sense of responsibility and has thus far managed to balance her super-heroics with her career, caring for her disabled brother and recently starting a relationship. It helps that she only needs to sleep a few hours a week.

 

Ricochet is particularly focused on putting Bandido behind bars, and on taking back the field generator belt he took from her brother. It pains her to think about her brother's invention being used by his killer to commit crimes.

Quote:"No, dummy, I'm over here.... Make that over here.... Nope, now I'm behind you, try again... Oh, it sure would suck to be you!"Background: Katherine Taylor and her twin brother, Kenneth, were not only brother and sister, but also very similar in pesonalities - athletic, great students, interested in science - and the closest of friends. They became even closer when a car accident orphaned them and left them without family other than their younger, mentally retarded brother, Jerry. They helped each other through their grief and shared responsibility for Jerry as both worked part-time jobs and attended college. Given their close bond, it was only natural that when Ken gained superhuman agility and intellect through a laboratory accident, he told Kathy. It was equally natural that when she suggested he use those powers for the greater good, by becoming a hero, he agreed immediately. Using his heightened intellect and super-fast learning abilities, Ken invented some fantastic gear, including fabric strong enough to stop low-caliber gunfire but light enough to not impair movement and energy-field technology capable of repelling attacks or rendering objects invisible. For her part, Kathy designed a costume for him to wear and came up with an appropriate superhero name: Ricochet, reflecting the fast, acrobatic fighting style he developed to take advantage of his heightened agility and speed.

 

Ken did well in his first few outings as a superhero, apprehending a group of mundane hold-up artists, breaking up a drug delivery, achieving a draw with Riptide and soundly trouncing the hapless Bulldozer. Then the luck ran out.

 

As Ricochet, Kenhad been working on developing some informants, and one told him about a drug shipment set to arrive that night. He barged in only to find that his "informant" was there and that his targets were well-armed, ready and obviously expecting him. He recognized one of them - Bandido, the underling to a mysterious crime kingpin known as Mr. Muerte, rumored to be a crack shot. Ken quickly found out just how good a shot Bandido was, as a pair of high-caliber bullets slammed into him with enough force to stun him, even through his force field. He felt several more impacts and a great deal of pain... then nothing.

 

Ken had told Kathy what he was up to, and when he didn't return that night, she feared something had gone quite badly. By the next evening, she knew it, and made a fateful decision.

 

Ken had been studying his own altered biochemistry in an attempt to identify the factors which had given him his powers. He'd hoped that this might lead to a cure for the mental retardation that afflicted their brother and so many other people, but his early results suggested that the his powers had been the result not only of the chemical accident, but also of factors in his own genetic makeup - and thus probably not replicable with Jerry, as his retardation was the result of a genetic syndrome. Ken and Kathy had both wondered, though, what might happen if his ideas were applied to someone with a genetic makeup much closer to to his own.

 

Kathy decided to find out, and injected herself with samples derived from Ken's own blood. Within minutes, she felt dizzy and feverish, then fell into convulsions. Worrying she'd made a very, very bad mistake, she slipped into unconsciousness... only to awaken hours later and find herself very changed. Her thoughts seemed to be racing, her mind full of ideas... she was more perceptive, able to read textbooks in minutes, able to move at a speed approaching the speed of thought.

 

Kathy studied Ken's notes and identified the informant who'd given him the information about the drug shipment. Wearing a variant of Ken's Ricochet costume, she sought out this man and frightened him into telling her what had happened to her brother. Before speeding off to retrieve her brother's body from where Bandido had stashed it, she told him to warn Muerte and Bandido that their problems with Ricochet were just beginning.

 

She's siince made good on that promise. She has continued her brother's name and mission with dedication and skill, and though she and Bandido have yet to meet conclusively, she's proven herself quite a problem for Mr. Muerte's operations, and for criminals in general. She's also come to really enjoy being Ricochet - both because she has helped people and saved lives, but also just for the sheer thrill of using her powers and the challenge of outwitting criminals.

 

 

Powers/Tactics: Ricocchet possesses supherhuman intellectual abilities, memory, agility and reaction time and low-level superhuman speed as the result of a mutagenic process. While not a super-speedster in Kinetik's class, she is more agile than most superhumans, can run faster and jump farther than any normal human being and is able to react quickly enough to easily dodge most attacks. In combat, she uses her agility, reflexes and speed to confuse opponents with dizzying, fast-leaping acrobatic routines, then closes for hand-to-hand with the rattled foes, preferably disarming them before punching them out. It should be noted that Ricochet has no formal martial arts training - her fighting style is based on speed, intelligent application of leverage and her knowledge of physiology. Her costume protects her from damage, and the reinforced boots and gloves provide her blows with some extra oomph.

 

Ricochet's most amazing piece of gear is her field generator belt, which can project a force field that boosts her defenses significantly, or warp light around her, making her effectively invisible (though opponents close up can recognize the distortion and see her clearly enough to target her). The belt does have a drawback, though - the field it generates interacts poorly with the human nervous system, and keeping it active for more than a few minutes at a time will induce unconsciousness and, soon after, fatal injury. Neither Ricochet has yet come up with a way to counteract this flaw, but she still finds the belt quite useful for brief combat or to quickly sneak past guards or up to an opponent. She sometimes fights invisibly if she is facing a number of opponents spread over a large area, but she switches to the force field when fighting in close quarters.

Campaign Use: Ricochet is intended as a novice NPC hero. She might make a good NPC addition to a hero team, particuarly one lacking a scientist, as she has useful skills and can hold her own in a fight, but isn't enough of a combat dynamo to risk outshining the player characters. Alternately, she could be a potential ally of any heroes who find themselves going up against Bandido - or his employer, Mr. Muerte. Next time: Another of Mr. Muerte's nefarious underlings!
Link to comment
Share on other sites

Character #5As promised, another of the supervillainous followers of the undead crime lord, Mr. Muerte. This time around, it's a melee weapon specialist, a cold-blooded killer with a code of honor... Machete!As always, questions, comments or suggestions for improvement are appreciated and encouraged.MachetePlayer: NPC Villain

Val** Char*** Cost
18** STR 8
24** DEX 42
18** CON 16
15** BODY 10
14** INT 4
14** EGO 8
25** PRE 15
16** COM 3
*
5/13** PD 1
5/13** ED 1
6** SPD 26
8** REC 0
36** END 0
40** STUN 7
*9"**RUN65"**SWIM33 1/2"**LEAP0Characteristics Cost: 150
Cost** Power END
13** Machete: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), No Knockback (-1/4)*
10** Three More Machetes (10 Active Points)*
17** Flashing Blades: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); OAF (Machete; -1), Activation Roll 14- (-1/2), Limited Power Not vs. Surprise Attacks (-1/2), Cannot Be Used With Grab (-1/4), No Knockback (-1/4)*
17** Expertly Thrown Knives: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Armor Piercing (+1/2), Ranged (+1/2) (25 Active Points); OIF (Knives On Wrist Sheaths/Bandolier; -1/2)*
7** Arrow Cutting: Missile Deflection (Arrows, Slings, Etc.), Uncontrolled (Lasts 1 Turn Per Activation, Ended by Stunning/Disarming; +1/2) (15 Active Points); OAF (Machete; -1), Will Not Work Against Heavy Missiles (-1/4)*
11** Leather Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 12- (-3/4), OIF (Costume; -1/2)*
4** Artful Defense: Lack Of Weakness (-8) for Normal Defense (8 Active Points); OAF (Machetes; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)*
7** Artful Defense: +2 with DCV (10 Active Points); Limited Power Not vs. Sneak Attacks (-1/2)*
Powers Cost: 86
Cost** Martial Arts Maneuver
4** All-Out Defense: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
5** Cautious Attack: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike*
5** Chop: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike*
4** Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block*
5** Defend: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort*
4** Defensive Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm roll*
5** Full Attack: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike*
3** Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4 1/2d6 Strike, Target Falls*
4** Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** Quick Slash: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike*
5** Running Slash: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove*
4** Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 28 STR to Disarm roll*
4** Slash: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike*
4** Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC*
4** Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 33 STR to Disarm*
4** Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls*
Martial Arts Cost: 68
Cost** Skill
3** Acrobatics 14-*
7** Analyze: Combat Technique 14-*
5** Rapid Autofire*
12** +4 Machete (includes Missile Deflection)*
3** Fast Draw 14-*
0** Language: Spanish (completely fluent) (3 Active Points)*
3** Language: English (completely fluent)*
3** Stealth 14-*
3** Streetwise 14-*
3** Teamwork 14-*
10** Two-Weapon Fighting (HTH) *
1** WF: Blades*
Skills Cost: 53
Val** Disadvantages
10** Distinctive Features: Facial Scar (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
10** Enraged: vs. Cheating In A Duel (Uncommon), go 8-, recover 11-*
25** Hunted: FBI 11- (Mo Pow, NCI, Harshly Punish)*
10** Hunted: Mecican Authorities 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)*
20** Psychological Limitation: Loyal to Mr. Muerte (Common, Total)*
20** Psychological Limitation: Honorable - Does Not Cheat, Always Keeps His Word (Common, Total)*
10** Psychological Limitation: Challenges/Seeks to Duel Other Melee Weapon Specialists (Common, Moderate)*
15** Reputation: Expert Blade Fighter, Honorable But Cold-Blooded Killer, 11- (Extreme)*
5** Rivalry: Professional (Other Melee Weapon Experts; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)*
10** Social Limitation: Public Identity (Occasionally, Major)*
15** Susceptibility: When Opponent Wins First Strike/First Blood In Duel, 2d6 damage + 1d6 Drain vs. PRE Instant (Uncommon)*
Disadvantage Points: 150

Base Points: 200Experience Required: 7Total Experience Available: 7Experience Unspent: 0Total Character Cost: 357

Height: 1.80 m Hair: Black
Weight: 87.00 kg Eyes: Brown
Appearance: Machete is a tall Mexican man who wears his long, black hair tied back in a loose ponytail. He wears a vest, pants, boots and fingerless gauntlets made of heavy leather, with extra leather plates sewn in at the shoulders and over his chest. He wears a machete at each hip and carries two in back sheaths sewn onto his vest. He also carries a dozen long, thin, well-balanced throwing knives in sheathes sewn into the gauntlets or sheathed on a bandolier worn across his chest. He has a wiry-muscled build with numerous small scars on his arms and chest, and is fairly handsome despite a scar that runs all the way down the right side of his face, from the outer edge of his eyebrow to his chin. Personality: Machete believes only fools rely on the law, and that those who follow it and rely on it for protection deserve what they get. Although he started his criminal carrer due to a desire to escape poverty, money stopped being of much concern to him long ago. All that really matters to him is honing, testing and demonstrating his skill. Aside from demonstrating his skills by using them in whatever tasks (usually assassination or combat) assigned by Mr. Muerte, Machete actively seeks to test his skills against other weapons experts. Since he is usually the one issuing the challenge, he readily accepts reasonable conditions the opponent might suggest, so long as they do not violate any oaths he has sworn or his loyalty to Mr. Muerte. If an opponent refuses a duel, Machete will try to humiliate him, or harass him into a accepting a duel.

 

Although he is a veteran criminal and a murderer many times over, Machete does have a code of honor. He does not cheat, fights fairly within the agreed-upon conditions of a duel, and always keeps his word should he give it. He has little tolerance for those who do not demonstrate such honor, and he becomes enraged if someone cheats in a duel.

Quote:"Many say they are the best there is at what they do. In my case, that is fact., as I will now demonstrate."Background: Guillermo Mendoza grew up very poor, and hating it. He saw his father, like so many other men in Guadalajara, work long hours for barely enough pay to care for the family. He also saw the gangsters and drug thugs with their nice cars and fancy clothes. By the time he was a teenager, he'd made his choice which path to follow. He hooked up with a gang and developed a reputation for being tough, daring, fast and good with a knife... very good with a knife, in fact. He started to spend a lot of time practicing with blades, starting with switchblades and small throwing knives, but soon moving to somewhat larger blades, until he found the one that felt best in his hand - the machete. Shortly after that, members of another gang killed one of his crew. Only one type of response would do - fast and violent. Guillermo and several others, all armed, found the leaders of the other gang in a club; in short order Guillermo and his compadres were victorious, and all of their opponents dead - more than half by Guillermo's own hand. That is how he earned his nickname - Machete.

 

Within a few years, Machete had moved beyond small-time crime, and after working for a time with one of the major Mexican narcotics gangs, he dropped out of sight. He spent two years in near-seclusion, spending that entire time honing his reflexes and fighting skills. At the end of that time, Machete signed up for an underground deathmatch competition. His opponents included whip, hatchet and knife fighters, escrimadors, experts with the sai and kama and even a reputed master of the Chinese butterfly sword. Although he suffered some wounds in the fights, including one that left him with a distinctive facial scar, Machete defeated them all, demonstrating nearly unbelievable skill. After the fight, he was approached by the competition's organizer: the feared crime kingpin Senor Muerte. Muerte noted how impressed he was by Machete's win and his skills, and said he would be honored to have a man of such talents working for him. Machete accepted the offer and has worked for Mr. Muerte ever since, developing a reputation as one of the world's greatest blade experts and as a cold-blooded killer. He has long been on the Mexican government's "most wanted" list and is moving his way up the FBI's list.

Powers/Tactics: Not surprisingly, given his name, Machete is a true master at fighting with the machete. He generally fights with one in each hand and can attack with both at once, to devastating effect. He is fast enough with a machete to knock arrows, thrown knives and similar projectiles out of the air even while fighting, and he is fast enough to almost always get in a counterstrike against anyone fighting him in hand-to-hand combat. Machete's reliance on his favored weapon is so great that he carries four of them on his person - two in back sheaths in addition to the two normally worn at his belt. However, Machete is also an expert knife fighter, able to throw several knives in quick succession and pull off trick shots such as disarming opponents at range and tripping them by throwing knives at their feet. In effect, he has expertise with two distinct martial arts - machete fighting and knife throwing. All of his ranged maneuvers apply only to the thrown knives.

 

When fighting another melee weapon specialist, Machete tends to start out cautiously, favoring parrying and higher-DCV combat maneuvers while studying an opponent's fighting style, then aggressively capitalizing on any weaknesses. He is very used to winning his fights, and as such, he tends to get a bit rattled (as reflected by his Susceptibility Disdavantage) if he is the first person hit/bloodied in a duel.

Campaign Use: Machete is one of Mr. Muerte's superhuman underlings, and as such, player characters who get involved in Muerte's dealings may well encounter Machete well before they encounter the big boss himself. Beyond that, Machete is likely to seek out a confrontation with any player character who has a reputation or proven skill with a melee or martial arts weapon. He may Hunt such a character who refuses his challenge to duel, and is also likely to seek a rematch with any such character who should defeat him. Next time: the last of Muerte's followers, the evil witch known as La Diabla!Edit: I forgot to attach Machete's HDC file. Here it is!
Link to comment
Share on other sites

Character #6I'm rather fond of this particular character. Hopefully some of you will find her interesting.La DiablaPlayer: NPC (Villain)

Val** Char*** Cost
10** STR 0
20** DEX 30
15** CON 10
10** BODY 0
20** INT 10
20** EGO 20
25** PRE 15
20** COM 5
*
6** PD 4
6** ED 3
4** SPD 10
5** REC 0
30** END 0
30** STUN 7
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 114
Cost** Power END
32** Infernal Thaumaturgy: Multipower, 52-point reserve, all slots Power Can Draw END from Character or END Reserve (+1/4) (65 Active Points); all slots OIF (Spell Components In Sleeves/Pockets; -1/2), Gestures (-1/4), Incantations (-1/4)*
2u** 1) Hell's Choking Fumes: Energy Blast 4d6, Area Of Effect (One Hex; +1/2), No Normal Defense (+1) (50 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Conditional Power Not In High Wind/Underwater (-1/4), Gestures (-1/4), Incantations (-1/4)* 5
2u** 2) Mental Domination: Mind Control 7d6 ( Human class of minds), Cumulative (+1/2) (52 Active Points); Eye Contact Required (-1/2), OIF (Spell Components In Sleeves/Pockets; -1/2), Visible ((Appears as dark beam between La Diabla and target); -1/4), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4)* 5
3u** 3) Brimstone Burst: Sight and Smell/Taste Groups Flash 6d6, Area Of Effect (One Hex; +1/2) (52 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Gestures (-1/4), Incantations (-1/4)* 5
1u** 4) The Pain of the Damned: Ego Attack 5d6 ( Human class of minds) (50 Active Points); Extra Time (Full Phase, Character May Take No Other Actions, -3/4), Eye Contact Required (-1/2), OIF (Spell Components In Sleeves/Pockets; -1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4)* 5
2u** 5) Ray of Weakness: Drain STR 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (52 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4)* 5
2u** 6) The Evil Eye: Negative Combat Skill Levels (-5 to opponent's OCV), Based On EGO Combat Value (Standard Defenses apply; +1) (50 Active Points); Eye Contact Required (-1/2), OIF (Spell Components In Sleeves/Pockets; -1/2), Gestures (-1/4), Incantations (-1/4)* 5
2u** 7) Infernal Darkness: Darkness to Sight Group 3" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (45 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Gestures (-1/4), Incantations (-1/4)* 4
2u** 8) Ectoplasmic Wall: Force Wall (10 PD/10 ED) (50 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Limited Range (3") (-1/4), Gestures (-1/4), Incantations (-1/4)* 5
2u** 9) Spell Of Secrecy: Invisibility to Sight and Hearing Groups , No Fringe, Usable By Other (+1/4), Costs END Only To Activate (+1/4) (52 Active Points); Limited Power Power Ends If Recipient Attacks or Overtly Makes Loud Noise (-1), OIF (Spell Components In Sleeves/Pockets; -1/2), Limited Power Not vs. Enhanced Senses With Magical Special Effect (-1/4), Gestures (-1/4), Incantations (-1/4)* 4
2u** 10) Hellgate: Teleportation 13", x4 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (51 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Gestures (-1/4), Incantations (-1/4)* 5
1u** 11) Eye of the Serpent: Clairsentience (Sight And Hearing Groups), x8 Range (185"), +2 to PER Roll: +2, Increased Arc Of Perception (360 Degrees) (52 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Limited Power Can Only View Sites Where A Reptile Is Present (-1), OIF (Spell Components In Sleeves/Pockets; -1/2), Gestures (-1/4), Incantations (-1/4)* 5
2u** 12) Demonic Glamour: Shape Shift (Sight, Hearing and Smell/Taste Groups, Any Human Shape), Imitation, Instant Change, Costs END Only To Change Shape (+1/4) (51 Active Points); OIF (Spell Components In Sleeves/Pockets; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)* 4
39** Lesser Macicks: Variable Power Pool (Magic Pool), 25 base + 14 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (43 Active Points); Restrainable (Only by means other than Grabs and Entangles; (Binding/Entangling/Encasing in Cold Iron or Holy Item/Seal}; -1/4)*
16** Mystic Reserves: Endurance Reserve (120 END, 20 REC) Reserve: (32 Active Points); OAF Unbreakable (Staff of Bones; -1) REC: (20 Active Points); Slow Recovery 5 Minutes (-1)*
26** Staff of Bones: (Total: 60 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF Unbreakable (Staff of Bones; -1) (Real Cost: 15) plus Transfer 2d6 (STR to END Reserve) (30 Active Points); OAF (-1), Linked (Unholy Smite; -1/2), Conditional Power HKA Must Do Body (-1/4) (Real Cost: 11)* 3
2** Protective Staff: +1 with DCV (5 Active Points); OAF (Staff of Bones; -1)*
3** Psychic Shield: Mental Defense (7 points total)*
6** Darksight: Nightvision, +1 to PER Roll*
10** Psychic Link: Mind Link , Bushmaster Familiar, Psychic Bond*
Powers Cost: 157
Cost** Skill
9** +3 with Magic, KS: Supernatural, KS: Demonology*
9** Power 16-*
3** KS: the Supernatural 13-*
3** KS: Demonology 13-*
0** Language: Spanish (idiomatic) (4 Active Points)*
2** Language: English (completely fluent) (3 Active Points)*
2** Language: Ancient Mayan (fluent conversation)*
2** Language: Latin (completely fluent) (3 Active Points)*
3** Persuasion 14-*
3** Seduction 14-*
3** Stealth 13-*
2** Survival (Tropical) 13-*
Skills Cost: 41
Cost** Perk
3** Contact: Misc. Minor Demons, Malevolent Spirits, etc. (Contact has very useful Skills or resources) 8-*
20** Follower - bushmaster familiar*
Perks Cost: 23
Cost** Talent
15** Beast Speech*
Talents Cost: 15
Val** Disadvantages
15** Distinctive Features: Aura of Supernatural Evil (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)*
15** Hunted: Trimegistus Council 8- (Mo Pow, Harshly Punish)*
25** Hunted: Mr. Muerte 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)*
15** Hunted: Dark Masters 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)*
15** Psychological Limitation: Loyal to Mr. Muerte (Common, Strong)*
20** Psychological Limitation: Fears Displeasing/Failing Dark Masters (Common, Total)*
20** Psychological Limitation: Arrogant/Insulting Toward "Lesser Beings" (Common, Total)*
10** Social Limitation: Subject to Orders from Dark Masters (Occasionally, Major)*
15** Susceptibility: On Holy Ground, Drain 3d6 From Multipower per Minute (Uncommon)*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.65 m Hair: Black
Weight: 63.00 kg Eyes: Brown
Appearance: La Diabla is a Latina in her early 20s. She has very long, lustrous black hair, full, red lips and large, dark eyes that sparkle with malice most of the time. She is full-figured, with an ample bosom. The backs of her forearms and hands are covered with elaborate tattoos of snakes, mystic runes and demonological symbols. Her features are usually at least partly hidden beneath the large hood of her robe, which is deep black with red trim and mystic symbols embroidered in silver. Beneath that, La Diabla wears only a simple, low-cut, black shift and a pair of sandals. She carries a distinctive weapon - the Staff of Bones, a magically-strengthened, enchanted, 5-foot long skeleton of a fanged snake. She gestures dramatically with this Staff when casting spells, and often directs the spells from Staff, but she can just as easily cast her spells empty-handed (though without the benefit of the Staff's END Reserve).Personality: La Diabla feels superior to every normal human, mundane (non-magical) superhuman, any less powerful mystic, and in fact just about everyone other than Mr. Muerte and her Dark Masters, and she doesn't hide her sense of superiority at all. She is quick to lash out at anyone who does not show her respect, though Muerte has forbidden her from actually harming Bandido, El Toro or Machete. She will never disobey any order from Mr. Muerte unless following the order was likely to bring him harm or unless his orders contradicted those given by her Dark Masters - she will never disobey their orders for any reason, for fear they might take away the powers they've granted or otherwise demonstrate what Hell's punishments can be like. Quote:"You are a fool for having come here, and your foolishness will cost you dearly. Your petty powers were of no avail against the cursed might of the Evil Eye, and neither they nor your most frantic prayers can save you now. Dark Masters, I beseech you now to inflict the Pain of the Damned upon this one!"Background: Silvia Barreda grew up in a poor, rural town in southern Guatemala. While her own family were devout Catholics, she was always fascinated by her aunt, a woman of low morals and reputed witch, the black sheep of the family. When she reached adolescence, she started spending more and more time around Aunt Anna, who soon started tutoring her niece in the ways of men - and, eventually, the dark arts. By age 16, she had pledged her loyalty and her soul to the forces of darkness in exchange for magical knowledge and power. She has steadily grown in both areas, as a reward for loyal service and completing assigned tasks. Long before she'd made her pledge, her family and most in the village had started to shun her and refer to her as a "devil woman" or La Diabla, but after completing her dark pact she started using that name openly and proudly.

 

Three years ago, La Diabla's Dark Masters ordered her to seek out the mysterious Mr. Muerte and inform him that they were offering him the gift of her service as a token of respect. They have never told her their reasons for making this offer, but she serves readily, out of fear of the Masters, lust for Muerte and desire to learn and duplicate the magical processes which granted him his undead might. Ironically, given her unconditional loyalty, Mr. Muerte doesn't really trust her - or her Dark Masters, for that matter. He doesn't know what powers or spirits she serves, and he is always cautious around other magic-wielders, recognizing that magic is one of the few forces which might actually be capable of ending his undead existence. At the same time, he is not sure he wants to risk offending her Masters, and her sorcerous powers are quite useful. He thus keeps her around, making use of her as he will and accepting her offer of her service and her body, but watches her activities very closely, alert to any sign of threat or treachery.

Powers/Tactics: La Diabla is an accomplished spellcaster. Her Infernal Thaumaturgy multipower eflects a powerful and versatile selection of spells, including many offensive ones. These spells can be powered either by her own END or by her END Reserve, but they are limited by her need to use gestures, incantations and miscellaneous magical components in her spells, and by various other limitations on her individual spells. Her Lesser Magicks VPP allows her to call upon an even wider range of abilities, and while not providing as much in the way of offensive punch, these abilities are not so limited, though she can be cut off from them by binding her in cold iron or within holy ground/with holy or blessed items.

 

La Diabla generally avoids melee combat, but she can use the Staff of Bones offensively when pressed (or if needing to quickly recharge the Staff's END reserve). She can also command the loyal service of her familiar - an infernally-enhanced, intelligent bushmaster. This venomous and fearsome creature tends to sneak about and attack with surprise, but readily fights to protect La Diabla.

 

In combat, La Diabla's first priorities are always to protect herself and Mr. Muerte, and she is quick to spirit him, herself and her familiar away from danger using her Hellgate (teleportation) spell. If neither she nor Mr. Muerte faces any immediate threat, she lets loose with a powerful barrage of offensive spells. She also works well in concert with Muerte's other supervillainous followers - for example, she might use her Evil Eye ability to incapacitate an opponent Bandido or Machete is fighting, or inflict the Pain of the Damned on a dextrous opponent in hopes of stunning him or her and thus creating a great opening for El Toro to use a charge or grab. However, she has learned better than to interfere with any one-on-one duel between Machete and another weapon-master.

 

Some commentary on La Diabla's Infernal Thaumaturgy spells follows.

Hell's Choking Fumes: Spell Component - a pinch of sulfur. If possible, La Diabla likes to use this spell against multiple opponents who are close together (ie, sharing the same hex) - perhaps a character assisting a wounded ally.

Mental Domination: Spell Component - an opium poppy. La Diabla often uses this spell to facilitate interrogation of helpless captives.

Brimstone Burst: Spell Component - a pinch of sulfur

The Pain of the Damned: Spell Focus - a silver pentagram pendant

Ray of Weakness: Spell Focus - bone wand

The Evil Eye: Spell Component - dried eye of newt or toad

Infernal Darkness: Spell Component - a shard of obsidian or black onyx

Ectoplasmic Wall: Spell Component - a pinch of tomb dust

Spell of Secrecy: Spell Focus - a bit of bat fur. If she has time to prep for a fight, La Diabla may use this spell to render Mr. Muerte or El Toro invisible and inaudible, setting up a nasty surprise attack, or cast the spell on herself so she can observe and select the right moment and target to strike.

Hellgate: Spell Focus - a pinch of brimstone

Eye of the Serpent: Spell Component - a piece of snakeskin. This spell allows La Diabla to see and hear as if she was in the place of a reptile at the target site, but it also requires a reptile to be present. Most often she performs this spell by sending or placing her familiar to the place she wants to observe, but she can also use a wild or pet reptile which happens to be there. To facilitate this powerful ability, Mr. Muerte has sometimes given gifts of rare and exotic pet reptiles to people he wants spied upon, and he's also had his men release house geckos and similar creatures in sites of importance. La Diabla can also use her Beastspeak ability, in combination with Persuasion, to try to get a reptile to act as a temporary minion, but such creatures are easily distracted and not particularly reliable. Geckos prowl Mr. Muerte's home, and many rooms there and at his places of business include aquariums with exotic snakes and lizards. The GM might plant clues about this ability by allowing searchers to find a gecko wandering around a site where Mr. Muerte's forces have struck, pointing out pet reptiles in the homes of Mr. Muerte's known associates, etc. If the PCs figure out what's going on, they might get somewhat paranoid every time they encounter someone who has a pet tortoise or snake, but a little paranoia isn't necessarily a bad thing.

Demonic Glamour: Spell Focus - a shed snakeskin. Note that this illusion does not fool the sense of touch.

Campaign Use: La Diabla is one of Mr. Muerte's supervillain followers, but she is much less likely than the others (Bandido, El Toro and Machete) to be sent to perform assassinations, assaults on enemies or to oversee/protect some routine crime. She is sometimes sent on a mission to intimidate witnesses or potential victims, but most of the time she stays near Muerte, to act as his personal protector, concubine and within any other capacity he orders. Thus, the PCs may not know she exists unless they either infiltrate Muerte's home base or are captured and brought there, or unless one of the PCs has a connection with the Trimegistus Council or significant knowledge of the Mystic World.And these are the stats for La Diabla's familiar.La Diabla's Bushmaster FamiliarPlayer: NPC (Follower)
Val** Char*** Cost
-8** STR -18
14** DEX 12
10** CON 0
10** BODY 0
15** INT 5
10** EGO 0
10** PRE 0
8** COM -1
*
7** PD 7
7** ED 5
4** SPD 16
2** REC 0
20** END 0
20** STUN 5
*4"**RUN-42"**SWIM00"**LEAP0Characteristics Cost: 27
Cost** Power END
10** Huge Fangs: Killing Attack - Hand-To-Hand 1/2d6* 1
78** Venomous Bite: (Total: 374 Active Cost, 78 Real Cost) Drain CON 4d6, Personal Immunity (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1), No Normal Defense (+1) (130 Active Points); Extra Time (Onset begins 1 turn after victim is bitten, -1 1/4), 4 Charges (-1), Limited Power Bite Must Do Body (-1/2), Gradual Effect (4 Minutes; 1d6/1 minute; -1/2), Linked (Killing Attack - Ranged; -1/2) (Real Cost: 27) plus Killing Attack - Ranged 5d6, Personal Immunity (+1/4), No Normal Defense (+1), Does BODY (+1) (244 Active Points); Extra Time (Onset begins 1 turn after Victim is bitten, -1 1/4), 4 Charges (-1), No Range (-1/2), Limited Power Bite Must Do Body (-1/2), Gradual Effect (5 Minutes; 1d6/minute; -1/2) (Real Cost: 51)*
2** Scaly Skin: Damage Resistance (2 PD/2 ED)*
5** Not Much Appetite; Ever Vigilant: Life Support (Eating Character only has to eat once every couple months; Sleeping Character does not sleep)*
5** Heat-Sensitive Pits: Infrared Perception (Touch Group)*
8** Serpent's Tongue: +4 PER with Smell/Taste Group*
Powers Cost: 108
Cost** Skill
6** +5 with Huge Fangs*
10** +2 with DCV*
5** Climbing 13-*
3** Concealment 13- (5 Active Points); Self Only (-1/2)*
7** Stealth 14-*
Skills Cost: 31Total Character Cost: 166
Val** Disadvantages
15** Physical Limitation: Cold-Blooded (Frequently, Greatly Impairing)*
20** Distinctive Features: Venomous Snake (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
15** Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing)*
20** Psychological Limitation: Loyal to La Diabla (Common, Total)*
Disadvantage Points: 70Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0
Link to comment
Share on other sites

Guest Worldmaker

Re: Sharing the Wealth (Nods to Enforcer84)

 

Yours make a total of three threads in which one person is sharing the wealth. (See my GGU NPCs thread for the second.)

 

 

I like what you've done so far, and might adapt them to the GGU if you don't mind.

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

Yours make a total of three threads in which one person is sharing the wealth. (See my GGU NPCs thread for the second.)

 

 

I like what you've done so far, and might adapt them to the GGU if you don't mind.

 

 

Actually, I think it's four threads, if you count the "Post a Hero" Game or whatever that one is. In any case, all of the threads, yours included, are great! There are lots of great characters on the threads. I gave the nod to Enforcer mostly because his was the thread that caught my eye first, and because of his great effort in that thread and in the "Post A Hero" one, but you and various other folk here have made great contributions to threads of this sort, which inspired me to create one of my own.

 

Feel free to adapt my characters for GGU, so long as you give appropriate creator credit. I'd be honored, in fact.

Link to comment
Share on other sites

Character #7 - The Electric SpectreI'm all done with Mr. Muerte, his minions and related characters, so now for something completely different... a deadly and unusual assassin based on an atypical Duplication power construct. Hopefully you'll find the character interesting.As always, comments are invited.Electric Spectre (Base Form - Nigel Frost)Player: NPC (Villain)

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
10 BODY 0
23 INT 13
17 EGO 14
20 PRE 10
14 COM 2
6/11 PD 3
6/11 ED 3
5 SPD 20
6 REC 0
30 END 0
40 STUN 14
9" RUN64" SWIM23" LEAP0Characteristics Cost: 132
Cost Power END
60 Energy Being: Duplication (creates 485-point form), Easy Recombination (Zero-Phase Action at Full DCV), Altered Duplicates (100%; +1) (256 Active Points); OAF Immobile Fragile (Computer Rig, Headgear, Wiring, etc. ; -2 1/4), Feedback (All Duplicates Take Damage When Struck; -1)
60 Weapon Pool: Variable Power Pool (Gadget Pool), 45 base + 15 control cost, No Skill Roll Required (+1) (89 Active Points); Limited Class Of Powers Available Limited (Real World Weapons; -1/2), VPP Powers Can Be Changed Only In Given Circumstance (Only In Home/Arsenal; -1/2); all slots OAF (-1)
7 Body Armor: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)
5 Nocturnal Sight: Nightvision
10 Two of One Mind: Mind Link , With " Being" Duplicate, Psychic Bond
Powers Cost: 142
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike
4 Spear Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
8 +2 HTH Damage Class(es)
3 Weapon Element: Hook Sword, Polearms and Spears, Staffs
Martial Arts Cost: 39
Cost Skill
9 +3 with Kung Fu (Martial Arts Maneuvers)
10 +2 with Ranged Combat
15 +3 with INT Skills
3 Bugging 14-
3 Computer Programming 14-
3 Conversation 13-
1 Cryptography 14- (3 Active Points); Limited Power Only Computer Cryptography/Encryption (-1)
3 Deduction 14-
3 Electronics 14-
3 Inventor 14-
3 Fast Draw 13-
3 KS: Banking and Finance 14-
4 Navigation (Other Computer Networks/WorldWideWeb, Other Phone System, Other Power Grid) 14-
3 Scientist
2 1) SS: Computer Science 14- (3 Active Points)
2 2) SS: Cybernetics 14- (3 Active Points)
2 3) SS: Electrical Engineering 14- (3 Active Points)
2 4) SS: Physics 14- (3 Active Points)
11 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Garrote, Grenade Launchers, Hook Sword
2 Weaponsmith (Firearms) 14-
Skills Cost: 87
Cost Perk
2 Fringe Benefit: Concealed Weapon Permit (where appropriate)
1 Fringe Benefit: Passport
10 Money: Wealthy
6 Reputation: Efficient and Deadly Assassin, Always Completes Jobs He Accepts (A large group) 11-, +3/+3d6
40 Base
Perks Cost: 59
Val Disadvantages
15 Dependent NPC: Andrea Frost, Wife 11- (Slightly Less Powerful ; Unaware of character's adventuring career/Secret ID)
15 Distinctive Features: Severe Facial Scarring (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS, 8- 8- (Mo Pow, NCI, Harshly Punish)
15 Reputation: Extremely Competent and Deadly Assassin, 11- (Extreme)
10 Psychological Limitation: Likes To Terorize/Play With Victims (Common, Moderate)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Rivalry: Professional (Other Assassins; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Obligated To Complete Contracts (Frequently, Major)
5 Vulnerability: 1 1/2 x STUN Sonic Attacks (Uncommon)
20 Vulnerability: 2 x Effect Flash Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 109Total Experience Available: 109Experience Unspent: 0Total Character Cost: 459

Electric Spectre (Duplicate Form)Player: NPC (Villain)

Val Char Cost
0 STR -10
29 DEX 57
10 CON 0
15 BODY 10
23 INT 13
17 EGO 14
30 PRE 20
8 COM -1
0 PD 0
15 ED 13
5 SPD 11
2 REC 0
0 END -10
30 STUN 10
17" RUN220" SWIM-20" LEAP0Characteristics Cost: 147
Cost Power END
40 Energy Body: Desolidification (affected by Electricity), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Always On (-1/2), Limited Power Cannot Pass Through Extremely Nonconductive Substances or Heavy EM Fields (-1/2)
54 Electrical Attacks: Multipower, 31-point reserve, all slots Reduced Endurance (0 END; +1/2), Affects Physical World (+2) (108 Active Points); all slots Limited Power Only If In Contact With Electrical Device or Outlet (-1/2), Major Side Effect (6d6 EB to surfaces stood on/passed through), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)
1u 1) Electric Arc: Killing Attack - Ranged 1 1/2d6, +1 Increased STUN Multiplier (+1/4) (31 Active Points); Limited Power Only If In Contact With Electrical Device or Outlet (-1/2), Major Side Effect (6d6 EB to surfaces stood on/passed through), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)
1u 2) Electrocution Touch: Killing Attack - Hand-To-Hand 1/2d6, No Normal Defense (+1), Does BODY (+1) (30 Active Points); Limited Power Only If In Contact With Electrical Device or Outlet (-1/2), Major Side Effect (6d6 EB to surfaces stood on/passed through), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2), No Knockback (-1/4)
1u 3) Shocking Touch: Energy Blast 3d6, No Normal Defense (+1) (30 Active Points); No Range (-1/2), Limited Power Only If In Contact With Electrical Device or Outlet (-1/2), Major Side Effect (6d6 EB to surfaces stood on/passed through), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)
1u 4) Cybermind: Mind Control 6d6 ( Machine class of minds) (30 Active Points); No Range (-1/2), Limited Power Only If In Contact With Electrical Device or Outlet (-1/2), Major Side Effect (6d6 EB to surfaces stood on/passed through), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2), Does Not Provide Mental Awareness (-1/4)
1u 5) One With the Machines: Telekinesis (2 STR), Fine Manipulation (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only To Utilize Skills On Machines, Computers and Electrical Systems; -2), No Range (-1/2), Major Side Effect (6d6 EB to surfaces stood on/passed through), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)
7 Electrical Body: Damage Resistance (15 ED)
14 Electric Mind: Mental Defense (17 points total)
42 Energy Body: Life Support (Eating Character does not eat; 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)
7 Energy Form: Hearing Group Flash Defense (7 points)
7 Energy Form: Sight Group Flash Defense (7 points)
60 Reach Out And Touch Someone: Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +1/2) (75 Active Points); all slots Limited Power Can Only Use Via Power Grid, Wiring, Networked Computers, Digital/Cable/Cellular/Ethernet Network Connection or WorldWideWeb (-1/4)
4u 1) Electric/Digital Travel: Teleportation 10", Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Limited Power Can Only Use Via Power Grid, Wiring, Networked Computers, Digital/Cable/Cellular/Ethernet Network Connection or WorldWideWeb (-1/4)
4u 2) Short-Distance Electric/Digital Travel: Teleportation 15", x8 Noncombat, Safe Blind Teleport (+1/4) (50 Active Points); Limited Power Can Only Use Via Power Grid, Wiring, Networked Computers, Digital/Cable/Cellular/Ethernet Network Connection or WorldWideWeb (-1/4)
2u 3) Look Through The Screen: Clairsentience (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Only To Look Through TV/Video Screens, Computer Monitors, Cameras, etc.; -1), Visible As Face On Viewing Surface (-1/4)
2u 4) Short Range View Through The screen: Clairsentience (Sight Group), x64 Range (100") (50 Active Points); Limited Power Power loses about half of its effectiveness (Can Only View Through TV Screens, Computer Monitors, Cameras, etc. ; -1), Visible As Face In Viewing Surface (-1/4)
5 Static Cling: Clinging (normal STR) (10 Active Points); Limited Power Only Along Conductive Surfaces/Power Lines/Wiring (-1)
5 Nocturnal Sight: Nightvision
2 Electronically-Enhanced Vision: +1 PER with Sight Group
Powers Cost: 260
Cost Skill
15 +5 with Electrical Attacks Multipower
15 +3 with INT Skills
3 Bugging 14-
3 Computer Programming 14-
3 Conversation 15-
1 Cryptography 14- (3 Active Points); Limited Power Power loses about half of its effectiveness (Only For Computerized Codes/Encryption; -1)
3 Deduction 14-
3 Electronics 14-
3 Inventor 14-
4 Navigation (Other (Computer Networks/WWW), Other (Phone System), Other (Power Grid)) 14-
3 Scientist
2 1) SS: Computer Science 14- (3 Active Points)
2 2) SS: Cybernetics 14- (3 Active Points)
2 3) SS: Electrical Engineering 14- (3 Active Points)
2 4) SS: Physics 14- (3 Active Points)
2 Security Systems 14- (3 Active Points); Limited Power Only Electronic/Mechanical/Computer-Based Systems (-1/2)
3 Streetwise 15-
3 Systems Operation 14-
Skills Cost: 72
Cost Perk
6 Reputation: Extremely Competent and Deadly Assassin (A large group) 11-, +3/+3d6
Perks Cost: 6Total Character Cost: 485
Val Disadvantages
15 Dependent NPC: Andrea Frost, Wife 11- (Normal)
15 Distinctive Features: Humanoid Avatar, Crackling With Energy (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: No Sense Of Smell/Taste/Touch (Frequently, Slightly Impairing)
15 Physical Limitation: Cannot Move More Than 10" From Power Outlet/Line or Cellular/Ethernet-Connected Communication Device (Frequently, Greatly Impairing)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Psychological Limitation: Likes To Terrorize/Play With Victims (Common, Moderate)
15 Reputation: Extremely Competent and Deadly Assassin, 11- (Extreme)
5 Rivalry: Professional (Other Assassins; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Social Limitation: Obligated To Complete Contracts (Frequently, Major)
Disadvantage Points: 150Base Points: 200Experience Required: 135Total Experience Available: 135Experience Unspent: 0
Height: 1.83 m Hair: Honey Blonde
Weight: 100.00 kg Eyes: Brown
Appearance: Nigel Frost is a fit, muscular man in his late 30s with medium-length, honey-blonde hair. He tends to wear loose-fitting, comfortable, plain-colored clothing and always has at least a couple weapons (usually a pistol and one or two hook swords) on or near his immediate person. His face is horribly scarred, particularly on the right side, and he is missing a large chunk off the top of his right ear. When in public he always wears a pair of sunglasses with round lenses.

 

The Electric Spectre looks like a human-sized, three-dimensional version of a primitive computer avatar or video game character. It wears no clothing and has no clear features other than dark eye pits. Blue-white energy arcs and sparks off its body; this energy causes electric burns to the immediate environment when it utilizes its electrical attacks. The Electric Spectre's voice hisses and crackles; it emits and leaves behind a distinct ozone smell.

Personality: Frost is motivated primarily by needs for challenge and attention; his chosen career provides the first, while his success in that career has provided the second. Though loving and dedicated to his wife, Frost is an arrogant man who demonstrates a pronounced cruel streak when committing his murders. He tends to be rather quiet in person, but his Electric Spectre persona is both talkative and sarcastic, whether online or in person. Though reclusive, Frost's home is full of things he enjoys, including stylish furniture, a huge library and CD collection, artwork, weapons, a private dojo, exercise equipment, indoor pool and one of the most sophisticated computer systems on earth - not to mention incredibly sophisticated and deadly mechanical and electronic automated security systems, run by a primative but functional AI program. Frost's computer stations, laboratories and workshops feature unusually soft, dim lighting; most of rest of the house is almost never lit at all, which provides an extra challenge to anyone who would confront him in his home.Quote:"Yes, I suppose you would find this rather shocking! Ah ha ha ha ha ha! Did I say "shocking"? Oh, at times I nearly slay myself! No, wait.. that's not right at all. No, rather... you are the one I am going to slay. Eventually."Background: Nigel Frost is a British citizen who resides in the US. Very few people know that he is also one of the world's deadliest professional assassins.

 

From his youth, Nigel was always captivated by weapons, fighting and death. He joined the British Army out of school but lasted only a short time, as his bloodthirsty attitude and independent nature didn't mix well with military discipline. He worked for a brief time as a mercenary in Africa but got out of that line of work pretty quickly, as he didn't see a lot of future being paid poorly to take huge risks in awful places for unsavory people. Instead, he decided to use his skills to become a contract killer.

 

His first few jobs, for minor European criminal organizations, went well enough. but then he was hired to take out a Syrian arms dealer who had ripped off a customer. Almost nothing went right on that mission, and Frost was lucky to have escaped with his life; as is, he received grevious wounds from a grenade blast.

 

After that disaster, Frost spent more than a year healing and getting back in shape. He was left with horrific facial scarring and some nerve damage that causes him to be overly sensitive to loud noise, bright light and other intense sensory stimulation, and while he developed exceptional night vision to compensate, his distinctive appearance and physical limitations caused him to rethink his career path. He also developed a relationship with the woman who was his physical therapist during his recovery. Despite congenital blindness, the beautiful woman was a martial arts expert. They soon married. Frost spent the next couple years learning kung fu from her while also reading voraciously. His long-time interest in science had grown during his solitary studies, so he spent the rest of his savings moving himself and his bride to the US, where he ended up earning advanced degrees in computer science and electrical engineeering. He turned out to have a knack for innovative thinking and design, and soon found himself branching out into more speculative disciplines such as cybernetics, virtual reality and mind/machine interface. At the same time, though, he found himself getting bored with the mundane business of applied science and missing his past adventures. Playing computer combat games only whetted his desire for the real thing - until the day when he realized it didn't have to be that way.

 

Frost developed and marketed some useful pieces of software and used his earnings to fund his real interest - inventing a computer interface which would allow a human being to not only travel cyberspace but also manifest a virtual consciousness in energy form. All along he knew just what he planned to do with this technology - become the ultimate modern-day assassin, able to travel and strike instantaneously virtually anywhere via the World Wide Web, while staying comfortably at home, taking others' lives while never risking his own. Within a couple of years, he had his first, limited successes. Using criminal contacts he'd developed via assumed online identities, he sought out and fulfilled several contracts in short order, earning a quick reputation and lots of money spread among multiple overseas accounts. He used most of this money to improve his technology and soon developed ways to navigate and transmit his lethal avatar via power grids, cable and other media.

 

Today, the Electric Spectre is something of a legend in the underworld, and among the law enforcement and online communities. Some know how to contact him online, though he never keeps any particular account for long, but none know where he is, or that he almost never leaves his virtual fortress of his home - even to commit murder! He rarely feels a need to get out of the house. He can obtain almost anything and find out virtually anything he needs to know online, and his hacking skills and understanding of communication systems eventually allows him to locate anyone short of the most reclusive hermit. His home holds his laboratory, his arsenal and the equipment which lets him project his energy avatar - and his wife, who has no idea herloving husband is among the most dangerous men on earth.

Powers/Tactics: Nigel Frost's human form has no true powers, though he is possessed of genius-level intellect and exceptionally sharp night vision. Otherwise, he is an exceptionally fit man in his late 30s with excellent reflexes and well-developed armed and unarmed combat skills. Though not a master of the art, he is quite proficient with kung-fu (both armed and unarmed techniques). He keeps weapons spread throughout the house, including fully automatic weapons, high caliber handguns, antique swords and spears and a variety of martial arts weapons. His favored melee weapon is the hook sword. Should Frost have to fight in his home, he will order the AI system to shut down all lights other than computer monitors.

 

One room of Frost's home includes both his central computer system and the cyber-energegic gear he uses to manifest his energy duplicate, the Electric Spectre. This being is a human-shaped electrical field with Frost's personality. It is able to transform itself into digital or electronic impulses in order to travel almost anywhere on Earth (or even to satellites or space stations, should he wish) nearly instantaneously, or if it wishes it can instead transmit its consciousness and perception through television sets, video cell phones, security cameras, computer monitors and similar visual communication devices; this effect is visible as a face peering out of the computer monitor, camera lens, etc. The energy being is unable to affect the physical world unless it is in contact with a power line, or with some item that is hooked into a power system, but when so connected it is able to emit electrical attacks of varying intensity (ranging from stunning to deadly), either by touch or as arcs of lightning. The Electric Spectre form can also manipulate electronic and computer systems in this form. When using these abilities which impact the material world, it leaves electrical burns wherever it stands or passes through surfaces. The energy being form is virtually impregnable to most attacks, but can be harmed by electricity and is both unable to pass through and somewhat harmed by intense electromagnetic fields.

 

Frost's forms share a psychic bond. This allows them to share thoughts and memories and for each to be aware of the other's status, but this bond is connected to of one of the pair's most dire weaknesses - if one form is harmed or dies, the other form suffers the same fate.

 

Frost's home base is not detailed here; neither is his wife, Andrea. The base is a luxurious home in an isolated location. The home and grounds are protected by substantial and sophisticated defense and surveillance systems and a voice-activated/voice-capable AI. Andrea Frost is a beautiful, physically-fit woman Frost's age. Though blind, she possesses enhanced senses that make her very effective as a martial artist. She is an expert in the various armed and unarmed techniques of kung-fu and also has substantial skill in medical and nontraditional healing arts. She will defend her home and husband against home invaders, but will be very surprised by allegations - not to mention evidence - of her husband's crimes.

Campaign Use: The Electric Spectre should be both a frightening and a mysterious figure in the campaign. Even though the Electric Spectre is a near-legendary figure, his nature as an energy being is not generally known, nor is it known how he finds and gets at his targets - he is simply rumored to be able to find and kill anyone anywhere. PCs might first investigate one of the Electric Spectre's murders - or try to prevent one, in which case they PCs really have a challenge on their hands unless they figure out the Electric Spectre's MO.

 

Alternately, Frost may accept a contract on one - or all - of the heroes. This could easily entail risk to secret identities and DNPCs, and can thus be a challenging threat for even very powerful PCs. Should the GM take this route, one should remember that Frost is an extremely intelligent, thorough man with excellent resources and investigative skills, and that the Electric Spectre entity can get virtually anywhere that includes conventional communication devices, is connected to the general power or phone grids, or is networked to other communication or computer systems. Frost will investigate targets thoroughly and use whatever he can find in order to plan an attack likely to catch heroes with their defenses down. Heroes with public identities or who reside/spend lots of time at a known headquarters are particularly vulnerable, and may well be attacked when sleeping or showering, and thus out of costume, without foci and possibly having to worry about risk to loved ones.

The Electric Spectre was very much inspired by an incredibly cool villain named 9-Jack-9, who was featured in Scott McCloud's incredibly cool comic ZOT!. That book is hard to track down these days, but well worth the effort - and highly recommended.
Link to comment
Share on other sites

Character #8 - RedeemerThe next several characters I present are taken from my old Street Hero campaign a few years ago, updated for 5E. They represent a mix of heroes and villains, and include one former player character. The campaign tone is rather bronze age – think late-70s/early 80s BATMAN and SPIDER-MAN, Frank Miller’s original run on DAREDEVIL or POWER MAN/IRON FIST for the general tone. In that campaign, the heroes were clearly the good guys and they encountered vigilante/questionable heroes and generally dealt with street-level crime, super-thieves, assassins, organized crime kingpins, classic Batman-style theme/motif villains and the occasional creepy villain or serial psychopath rather than alien invaders or world-conquering villains. I personally think that sort of campaign is a great one for default, starting-level CHAMPIONS characters. Hopefully you’ll find the characters interesting. If so, feel free to use them as you wish, adapt them, etc. As always, comments are welcome.First up, to start things off on a good note, is one of the good guys.RedeemerPlayer: NPC (Hero)

Val Char Cost
23 STR 13
26 DEX 48
23 CON 26
20 BODY 20
14 INT 4
18 EGO 16
20 PRE 10
20 COM 5
8 PD 3
8 ED 3
6 SPD 24
10 REC 0
46 END 0
48 STUN 4
9" RUN66" SWIM44 1/2" LEAP0Characteristics Cost: 186
Cost Power END
30 Fortune Favors the Virtuous: Luck 6d6
11 Divine Intervention: +5 with DCV (25 Active Points); Activation Roll 13- (-3/4), Limited Power Power loses about a third of its effectiveness (Requires Certainty Of Righteousness of Cause/Action; -1/2)
Powers Cost: 41
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Cross: 1/2 Phase, +1 OCV, +0 DCV, 8 1/2d6 Strike
5 Hook: 1/2 Phase, +1 OCV, -2 DCV, 10 1/2d6 Strike
5 Jab: 1/2 Phase, +1 OCV, +3 DCV, 6 1/2d6 Strike
4 Arm Bar: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 48 STR vs. Grabs
3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 43 STR for holding on
4 Reversal: var Phase, -1 OCV, -2 DCV, 48 STR to Escape; Grab Two Limbs
3 Slam: 1/2 Phase, +0 OCV, +1 DCV, 6 1/2d6 +v/5, Target Falls
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6 1/2d6 Strike; Target Falls
8 +2 HTH Damage Class(es)
Martial Arts Cost: 50
Cost Skill
20 +4 with HTH Combat
3 Breakfall 14-
3 Climbing 14-
1 Deduction 8-
10 Defense Maneuver I-IV
3 AK: Campaign City 12-
3 Language: Spanish (completely fluent)
2 Language: Greek (fluent conversation)
1 Language: Latin (fluent conversation) (2 Active Points)
3 Oratory 13-
3 Paramedics 12-
3 Shadowing 12-
1 Streetwise 8-
5 KS: Christianity 14-
Skills Cost: 61
Cost Perk
9 Reputation: Honest, Honorable, Devout Christian (A large group) 14-, +3/+3d6
Perks Cost: 9
Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12
Val Disadvantages
10 Dependent NPC: Beth Dixon, Sister 8- (Normal)
10 Dependent NPC: Rev. Isaac Johnson 8- (Normal)
5 Distinctive Features: Southern Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Enraged: Blasphemous Crimes (Uncommon), go 11-, recover 14-
10 Hunted: Demonblade 8- (As Pow, Harshly Punish)
10 Hunted: Crimson Creep 11- (As Pow, Mildly Punish - Mostly Annoy/Humiliate)
10 Hunted: Rev. Nathaniel Night 8- (Less Pow, NCI, Harshly Punish)
5 Money: Poor
20 Psychological Limitation: Code Against Killing (Common, Total)
10 Psychological Limitation: Prejudiced Against Non-Christian Ways (Common, Moderate)
15 Psychological Limitation: Self-Sacrifice - Will Readily Take Harm To Protect Others (Common, Strong)
5 Psychological Limitation: Humble (Uncommon, Moderate)
15 Reputation: Merciful, Self-Sacrificing, Devoutly Chritian, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 9Total Experience Available: 0Experience Unspent: 0Total Character Cost: 359

Height: 1.85 m Hair: Blonde
Weight: 100.00 kg Eyes: Blue
Appearance: John Dixon is a tall, muscular, very fit man who moves smoothly and with confidence, but does not swagger. He is quite handsome, and has pale blue eyes and blonde hair worn in a buzz cut. He dresses casually and in a conservative manner, favoring jeans, sweat shirts and athletic jerseys, but dressing in slacks, white dress shirt and tie when attending class or church. He dresses as well as he can as a poor college student. As Redeemer, he wears a close-fitting, white, short-sleeved shirt, red gauntlets and wrestling pants, blue boots and a blue domino mask. He also wears a small cross on a gold chain - a gift from his sister - at all times. Personality: Redeemer's most defining characteristic is faith. He has faith in God and Jesus, faith that humanity can be better, and most of all, faith in the power of faith. A humble man, he attributes his successes to God's good grace, and prays and turns to the Bible for guidance. He is all too aware that as a human being, he is fallible, but when he is convinced of the righteousness of a course of action, he does not waver. He does wish the righteous path was more clear at times, though; he is not comfortable with shades of gray.

 

Redeemer is also a truly good person. He believes in freedom, honor, human dignity and the value of sacrifice. He has a very clear sense of right and wrong and believes some things are definitely wrong, but he judges people by their actions, not the color of their skin, how much money they have or what they look like. Even if he cannot accept some things as right, he does accept free will and each person's rights. He is uncomfortable around people of vastly different faiths and beliefs, but he respects those differences and tries his best to not hold them against the person. He figures it is ultimately God's role to judge others, and that he can best serve through example, by personifying his own beliefs, rather than attacking others' beliefs. At the same time, if asked, he will clearly and directly state his beliefs. He is a very straight-forward person, respectful but also honest to the core.

 

Redeemer's reputation is both a help and a hindrance. Most people readily trust him, and few doubt his word or his intentions, even if they believe him wrong-headed in his beliefs. At the same time, criminals know they can probably escape if they put someone else in harm's way, thus forcing Redeemer to protect bystanders or seek medical care for the injured. Redeemer takes that in stride, seeing it as just a test of his values.

Quote:'I have my faith. Nobody can take that from me, and because I have my faith, I need no other weapon or shield."Background: John Dixon grew up in rural Georgia, a healthy, athletic, small-town boy from a close, devout family. His athletic skills won him scholarship offers and the chance to fulfill his lifelong dream - to become a minister, so he could do his part to spread the word of God and minister to those in need. His best offer came from a religiously-affiliated university in the big city, so off he went.

 

John wasn't a total yokel, but he was still fairly naive, and definitely not prepared for some of what he found in the big city - crushing poverty, rampant drug use, open drug trade, prostitution and homosexuality, and near-constant violent crime. He could understand why so many people seemed to have lost hope and faith, given how frequently they heard the sound of gunfire, and how often police and ambulance sirens could be heard in the night.

 

At first John just went about his own business, studied hard and prayed for change... but then one night an idea came to him. He suddenly realized that he should do something about the problems he saw, rather than just turning a blind eye to them as do so many others. He experienced this as a calling from God and knew that if he made just did his best and served as an example of Christian compassion, he might make enough difference to inspire others to do the same, and maybe even turn a few lives around. That was enough for him. He designed a simple but functional outfit and went out to defend the helpless. Given his mission, his choice of alter ego - Redeemer - seemed only natural.

 

In short order, John had become well-known. He is very popular with some people, those who respect the values he represents and his desire to help others. Some others misunderstand him or don't like him at all, attacking him for his beliefs and sometimes referring to him as a bigot simply because he sticks to his values and has a strong sense of right and wrong. John hopes he can sway those in the second group while inspiring those in the first group toward greater closeness to God, and good works of their own.

 

John has been Redeemer for three years now, and done a lot of good during that time, but also made enemies. Two of his most relentless foes have been the serial killer Demonblade (a ruthless lunatic who wields an enchanted sword and claims to be possessed by a demon that inhabits the weapon) and the Crimson Creep, a physically-perfect but cruel psychopath who commits minor crimes and dangerous practical jokes just for the sake of sowing discord and spreading woe, and who takes special delight from embarrassing Redeemer or putting him in morally-difficult or no-win situations. He'd probably never really *kill* Redeemer, as he'd much rather humiliate, taunt and outwit him, but he has no qualms about endangering most anyone else.

 

John's sister, Beth, recently moved to the big city. She and John attend the same school (she is a nursing student), but John lives in his own apartment while she lives in the dorms. Beth is one of the two people who know John is Redeemer; the other is the pastor at a local mission, Isaac Johnson. He relies on them both for emotional support, and Rev. Johnson for guidance when the true path isn't clear to him or on the rare occasions when the pain and evil he sees start to wear him down. Redeemer has a much different relationship with another man of the cloth. He has realized that someone is coordinating many of the city's vice activities - including underage prostitution and the drug trade - behind the scenes, but so far he is not aware that this person is Reverend Night, a corrupt and evil man who presents an outward face of piety and conservative morality. Rev. Night may well mention Redeemer as a moral example during his sermons or on his local-access religious talk show, but he's the same person issuing "shoot to kill" orders to his underlings and putting out contracts due to Redeemer having disrupted his activities.

Powers/Tactics: Redeemer has no obvious super-powers, but those who have seen how often a criminal's shot or knife thrust missed him by just a hair, or how often he seems to benefit from amazing coincidences and turns of fortune, can't help wonder if maybe God isn't indeed looking out for him. Redeemer is exceptional all-around athlete and an Olympic-level boxer and wrestler. Campaign Use: If a given GM wants to present Redeemer as something of a joke or in an ironic manner, that's fine and dandy, but he really works best if played straight and presented as a good man with a mission and paragon of the values he embodies. This itself may create plenty of conflict, or at least exploration of different values and senses of right and wrong. He works equally well in four-color, bronze or iron age campaigns, though in the latter he stands out as an exception to the general tone.

 

Redeemer will likely get along better with some PCs than others. He is likely to get along well with patriotic heroes and with others with similar morals and codes of conduct. He will be obviously uncomfortable around openly gay heroes and those with powers based on magic, witchcraft or pagan beliefs - and particularly those professing be an avatar of, powered by or the personification of a pagan deity - but while this may result in some spirited debate, it won't keep him from working with such heroes if they have common goals. Redeemer doesn't have any particular problems with weapon-master sorts of heroes - while he himself doesn't use or particularly like weapons, he recognizes they can be useful, and besides, cops use weapons and they are by and large good and responsible people doing a tough but necessary job - but he will have problems with any hero (armed or not) who casually uses lethal attacks, behaves in an unnecessarily destructive manner or puts bystanders at risk.

 

The PCs could encounter Redeemer in any number of ways. Most likely he will be an ally they meet while investigating or intervening in street-level crimes. They may show up in time to help him with a tough situation, or he may appear out of nowhere to give a much-needed assist. Redeemer might also make a good rival for a character with similar goals but murkier methods and values.

 

Alternately, if one omits the beneficial (Perk) aspects of his Reputation, he is a balanced starting character who would work fine as a PC for someone who finds him interesting. Redeemer is tough and well-rounded enough to work in most campaigns of the default point levels (200 + 150 in Disads), but he is more suited to tackle street-level crime than to fight cosmic menaces and alien invasions. One can easily substitute standard CHAMPS U characters for Redeemer's listed Hunteds - Black Harlequin, Green Dragon or Morningstar would be particularly good choices.

Link to comment
Share on other sites

Character #9 - The Crimson CreepThe next character is one of many upcoming villains from my old Street Hero campaign, newly-revised under 5E rules. If your PCs think Foxbat is annoying, wait until they meet this guy!Crimson CreepPlayer: NPC (Villain)

Val Char Cost
25 STR 15
27 DEX 51
23 CON 26
15 BODY 10
13 INT 3
17 EGO 14
20 PRE 10
20 COM 5
8/17 PD 3
8/17 ED 3
6 SPD 23
10 REC 0
46 END 0
50 STUN 10
11" RUN106" SWIM47" LEAP2Characteristics Cost: 189
Cost Power END
18 Fighting Staff: Multipower, 37-point reserve, (37 Active Points); all slots OAF (Bo Staff; -1)
1u 1) Bo Strike: (Total: 37 Active Cost, 15 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Bo Staff; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (Bo Staff; -1), Limited Power Power loses about a fourth of its effectiveness (No Noncombat Multiple; -1/4) (Real Cost: 3)
1u 2) .44 Magnum Round: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); 8 clips of 1 Charge (-1), OAF (Bo Staff; -1)
1u 3) Flash--Bang: Sight and Hearing Groups Flash 4d6, Area Of Effect (One Hex; +1/2) (37 Active Points); 8 clips of 1 Charge (-1), OAF (Bo Staff; -1)
2u 4) Defensive Stance: (Total: 35 Active Cost, 17 Real Cost) Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (Bo Staff; -1) (Real Cost: 10) plus +3 with Missile Deflection, Block (OCV or DCV) or Evade (DCV) (15 Active Points); OAF (Bo Staff; -1) (Real Cost: 7)
1u 5) Surprise Maneuver: (Total: 37 Active Cost, 11 Real Cost) Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (Bo Staff; -1), Limited Power No Noncombat Multiple (-1/4) (Real Cost: 3) plus +6 with HTH Combat (30 Active Points); Limited Power Only With Kicks and Legsweep, Only Once Per Opponent Per Encounter (-1), OAF (Bo Staff; -1), Countered By Danger Sense or Appropriate Analyze Check Power does not work in Uncommon Circumstances (-1/4), Requires An Acrobatics Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 8)
12 Ballistic Cloth Costume: Armor (6 PD/6 ED) (18 Active Points); IAF (-1/2)
7 Unpredictable Movement: +2 with DCV (10 Active Points); Requires An Acrobatics Roll (-1/2)
5 Hard To Impress: +10 PRE (10 Active Points); Limited Power Only For Defense (-1)
5 Cape: Multipower, 10-point reserve, (10 Active Points); all slots OAF (-1)
1u 1) Ballistic Cloth: Armor (3 PD/3 ED) (9 Active Points); OAF (-1), Only From Behind or Requires a Half-Phase Action Power does not work in Common Circumstances (-1/2)
1u 2) Glider Cape: Gliding 10" (10 Active Points); OAF (-1), Limited Power Cannot Gain Altitude (-1/4)
37 Utility Belt: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (At Home/Workshop; -1/2); all slots OIF, IAF or OAF (-1/2)
0 1) Super-Adhesive: Entangle 2d6, 2 DEF, Entangle And Character Both Take Damage (+1/4) (25 Active Points); 1 Charge (-2), OAF (Glue Gun; -1), Limited Power Only Affects Either Feet or Hands, Only Stops Movement If Target Stuck To Surface (-1), Extra Time (Extra Phase Onset Time, -3/4), Limited Range - 3" Max (-1/4) Real Cost: 4
0 2) Line/Grapple Gun: Swinging 15" (15 Active Points); OAF (-1) Real Cost: 7 1
0 3) Prepared Disguise: Shape Shift (Sight Group) (10 Active Points); IAF (Full-Head Mask/Wig; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 5
0 4) Smoke Bomb: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Minute (-1), Range Based On Strength (-1/4), Limited Power Not In Heavy Wind/Precipitation (-1/4) Real Cost: 8
0 5) Pre-Recorded Distress Signal: Hearing Group Images 1" radius, +/-4 to PER Rolls, Trigger (+1/4) (21 Active Points); 1 Continuing Charge lasting 1 Minute (-1), IAF Fragile (Mini-Tape Recorder; -3/4), Extra Time (Full Phase To Set Up, -1/2) Real Cost: 6
Powers Cost: 92
Cost Martial Arts Maneuver
4 Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm
4 Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Knife/Spearhand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
2 Weapon Element: Karate Weapons, Staffs
Martial Arts Cost: 34
Cost Skill
6 +2 with Fighting Staff
20 +2 Overall
5 Acrobatics 15-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
1 Disguise 8-
1 High Society 8-
3 AK: Campaign City 12-
1 Lockpicking 8-
3 Mimicry 12-
3 Persuasion 13-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Ventriloquism 12-
2 Weaponsmith 12-
2 WF: Common Martial Arts Melee Weapons
Skills Cost: 71
Cost Perk
10 Money: Wealthy
Perks Cost: 10
Val Disadvantages
20 Enraged: when bloodied (Uncommon), go 14-, recover 11-
10 Hunted: Local Police Department 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Appropriate Hero 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Sarcastic and Cruel (Common, Total)
20 Psychological Limitation: Overconfident and Arrogant (Common, Total)
15 Psychological Limitation: Reluctant To Directly Use Lethal Force - Prefers To Set Up Dangerous Situations (Common, Strong)
20 Reputation: Complete and Utter Creep, 14- (Extreme)
10 Rivalry: Professional (All Ethical, "True Blue" Heroes; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity - Adrian Masters (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 46Total Experience Available: 46Experience Unspent: 0Total Character Cost: 396

Height: 1.92 m Hair: Black
Weight: 100.00 kg Eyes: Green
Appearance: Adrian Masters is a tall, handsome man with stylishly-cut, mid-length black hair, a perfect tan and a gymnast's build. Most of the time he dresses expensively and with impeccable taste. As the Crimson Creep, he wears a bright red, long-sleeved shirt, hood and tights and deep, purple-red shorts, pirate-style boots, gauntlets and cape. All of his clothing, though tight-fitting, is thick and durable (Obvious Focus for Armor). His fighting staff is made of shiny metal. His utility belt is black, and holds numerous holsters, pouches and such as needed to carry whatever gear he has prepared.Personality: The Crimson Creep is... well... a creep. He knows it, and it doesn't bother him a bit. In fact, he wants everyone to know it. He'd been called a creep lots of times over the years (most often by pretty women he'd propositioned), but now everyone would know just how big a creep he was, and those sensitive sorts who wouldn't laugh at his antics could always become the butt of his jokes. He's habitually sarcastic, needlessly cruel, completely arrogant and absoultely convinced of his own superiority. Since he views others as so limited, he's very reluctant to go full-out and directly utilize potentially lethal force against his opponents - instead, he likes to manipulate them into situations where they put their own lives at danger, often to save others. Thus, the Crimson Creep is not likely to try to shoot a pursuing hero, but is very likely to shoot the tire out of a moving car, hoping the hero will either be hit by the out-of-control vehicle or put himself at risk trying to get the car under control to prevent a wreck. All in all, the Creep treats his supervillainous activites as a game - albeit a rigged game in which the spectators can suddenly become pawns.Quote:"OH my gosh! That had to hurt! And such a shame, for something like that to happen to a nun while a big, strong quote- hero - end quote like you is just standing around. I sure hope the cameras caught that! By the way, nice outfit. Did you mug a gay stripper to get it?"Background: Imagine someone born with Captain America-level physical attributes, and who was allowed to be a spoiled brat. Imagine that person not liking it when he's not the center of attention, and having a severe cruel streak to boot. Do you have that image in mind? If so, you are imagining someone a lot like Adrian Masters, AKA the Crimson Creep.

 

Adrian grew up always getting what he wanted and expecting things would always be that way. He discovered otherwise when he got to school, but never understood or accepted that lesson. Why shouldn't teachers and other students cater to his whims? After all, his parents and the house servants always did. And who cared who was President during the Civil War?

 

Things continued like that as he got older. Though possessing enormous natural athletic talent, Adrian did poorly in sports due to lack of discipline and inability to be a team player. The same thing happened in drama - even though he'd acted before, he thought he was obviously the star, so he should get the lead role. By college, Adrian had learned that his intelligence could get him good grades and that his good looks and money could get him girls - if he tried, that is. But why should he try, when he was obviously superior to others? Adrian dropped out of Yale after his first semester, with a 0.2 GPA (he got a D in French) and from then on mostly spent his parents' money and bemoaned the cruelty of fate, by which undeserving others got more acclaim, attention and fame than he did.

 

Adrian had particular disdain for those who were praised for supposedly "heroic" deeds. Why should anyone respect and look up to uniformed rent-a-thugs and guys dumb enough to run into burning buildings? He was particularly incensed by the adulation super-heroes received, and simply couldn't understand a world where people looked up to guys who wore purple briefs over yellow tights.

 

One day, he'd had enough. He took some time to actually apply himself and became quite skilled at karate and bojutsu (though completely ignoring that "mental training" mumbo-jumbo), bought the best gear he could find, learned what he thought he needed from paid experts and designed a ludicrous - but practical - costume, then set about his mission - to demonstrate his superiority over others by making them - particularly self-sacrificing sorts, and especially the super-heroes - look like complete and utter fools.

 

Oh, well. Everyone needs a hobby.

Powers/Tactics: The Crimson Creep has no true super-powers; all of his abilities are the result of natural ability, training and exceptional gear. He is trained in martial arts, both unarmed and armed. His favorite weapon is his fighting staff, a bo staff made of lightweight, durable alloys and containing some other weapon systems. Each end of the staff serves as a projectile weapon with a single-round capacity, and can fire either a .44 Magnum round or a flash-bang grenade. He can also utilize the staff with most of his martial arts maneuvers, of course, either directly (as a hand-to-hand attack) or as part of an acrobatic maneuver designed to catch opponents off guard the first time they see it. Essentially, he uses the staff to vault forward, closing the distance between him and an opponent quickly for a sudden blow, or planting the staff and using it to pivot in such a manner as to attack from an unanticipated angle. Other gear includes his armored costume, a cape which provides some additional armor protection but can also unfold into a parawing glider, and his utility belt, upon which the Creep carries an ever-changing selection of gear specially selected for a given scheme. The items in the Creep's utility belt are most often used to cause distractions, provide for his escape or trick heroes into dangerous or embarrassing situations. He favors versatile items - his super-adhesive, for example, can slow down a pursuing hero, but it offers lots of other fun options, such as glueing down the accelleration pedal of a school bus, or grabbing a nun, putting the glue on her feet and tossing her out into a busy street, where the glue will harden and leave her stuck in traffic and in need of rescue. In general, the Creep would much rather create chaos and put a hero into a sticky situation than simply attack the hero.Campaign Use: When played right by the GM, the PCs should find Crimson Creep even more annoying than Foxbat; if nothing else, he has a definite mean streak Foxbat lacks. Hell, even Foxbat finds the Creep annoying. Not all villains should have a hidden noble streak, and this guy works great as the villain people love to hate. The Crimson Creep is a great choice for tormenting characters with Disadvantages like Overprotective of Innocents or Enraged When Tricked/Taunted/Humiliated. Of course, he's also the sort of villain against whom heroes often push offensive powers.

 

The Crimson Creep is too self-centered to work well in a group, but he might use other villains - particularly dumb, easily-manipulated ones like Bulldozer or (gods forbid) Grond - in his schemes. He might also hire villains - particularly known Hunteds of target heroes - to commit crimes, planning on then embarrasing the cops or whatever heroes respond to the crime. The Creep can also make a good Hunted on his own, though he's most likely to target particularly moral heroes, or patriotic ones. He won't waste his time with heroes who are unpopular, such as most monstrous or vigilante characters, since one of his goals is to steal the hero's thunder. He'd have a lot of problems dealing with a mentalist PC, but if played smart should prove a challenge - or at least an annoyance - to most other sorts of characters of a similar point cost (starting or low-experienced, built on 200 points + 150 in Disadvantages). The best match-up is probably with another martial artist or gadgeteer.

Link to comment
Share on other sites

Character #10 - Lowlife (and Friends)This time around it's another of the characters originally designed for my Street Hero campaign - an unusual villain with an odd assortment of powers, an animal companion and the ability to summon swarms of small creatures to fight for him. The write-ups for Insect Swarm and Rat are somewhat revised from the ones presented in the 5E HERO SYSTEM BESTIARY - a slightly more dangerous swarm and somewhat tougher rats (big sewer rats). The animal companion is also somewhat more than a typical member of his species, but that's normal for animal companions. As always, I hope you enjoy, and comments are certainly welcome.LowlifePlayer: NPC (Villain)

Val Char Cost
18 STR 8
23 DEX 39
20 CON 20
10 BODY 0
18 INT 8
15 EGO 10
15 PRE 5
6 COM -2
10 PD 6
8 ED 4
6 SPD 27
8 REC 0
40 END 0
40 STUN 11
9" RUN63" SWIM16 1/2" LEAP3Characteristics Cost: 146
Cost Power END
18 Vermin Mastery: Elemental Control, 36-point powers
8 1) Master of the Swarm: Summon 16 85-point Insect Swarms (37 Active Points); Extra Time (Extra Segment, -1/2), Only In Places Accessible By Insects (-1/2), Not In High Winds, or Outside Sewers During Winter (-1/2) 4
10 2) Master of Rats: Summon 64 40-point Sewer Rats (38 Active Points); Extra Time (Extra Segment, -1/2), Only In Places Accessible By Insects (-1/2) 4
10 3) Swarm of Bats/Cloud of Flies: Darkness to Sight Group 2" radius, Costs END Only To Activate (+1/4), Mobile (+1) (45 Active Points); Only In Places Accessible By Bats/Insects, Not In High Wind or Outside Sewers During Winter (-1), Extra Time (Extra Segment, -1/2), Can Be Dispelled by Area Effect/Explosion/Spread Attacks (-1/4) 4
8 4) One With Vermin: Mind Link , Animal class of minds, Any Willing Target, Number of Minds (x32) (40 Active Points); Limited Class Of Minds Rodents Only (-1), Costs Endurance (Only Costs END to Activate; -1/4), Does Not Provide Mental Awareness (-1/4), Cannot Maintain Link Beyond 1760" (-1/4) 4
10 Vermin Mastery: +5 with EGO Roll
31 Sensory Link: Clairsentience (Sight And Smell/Taste Groups And Normal Hearing), x8 Range (1760"), Costs END Only To Activate (+1/4) (62 Active Points); Perceive Only Through Rat Senses (-3/4), Linked (One With Vermin; -1/4) 5
7 Clawed Hands: Multipower, 11-point reserve, (11 Active Points); all slots Restrainable (-1/2)
1u 1) Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Restrainable (-1/2) 1
1u 2) Digging: Tunneling 1" through 3 DEF material (11 Active Points); Restrainable (-1/2) 1
13 Deadly Grasp: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Continuous (+1) (30 Active Points); Only Does Damage When Grabbing Someone (-1), Reduced Penetration (-1/4)
68 Diseased Bite: (Total: 499 Active Cost, 68 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Must Follow Grab (-1), Restrainable (-1/2) (Real Cost: 4) plus Drain BODY 7d6, No Normal Defense (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (245 Active Points); Extra Time (7 Hours (1d6/hour), -3 1/2), Gradual Effect (1 Hour, 1d6/Hour; -1 1/4), 3 Charges (-1 1/4), Razor-Sharp Teeth Must Do Body (-1/2), Linked (Razor-Sharp Teeth; -1/4) (Real Cost: 32) plus Drain INT 3 1/2d6, No Normal Defense (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (122 Active Points); Extra Time (1 Hour, -3), Gradual Effect (7 Hours, 1/2d6/hour; -1 1/2), 3 Charges (-1 1/4), Razor-Sharp Teeth Must Do Body (-1/2), Linked (Master of the Swarm; -1/4) (Real Cost: 16) plus Drain END 3 1/2d6, No Normal Defense (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (122 Active Points); Same Limitations As Fever (-5 1/2), 3 Charges (-1 1/4) (Real Cost: 16) 1
20 Hard to Kill: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2)
5 Life Support (Immunity Rabies; Immunity Tetanus; Immunity Common "Food Poisoning" Bacteria/Microbes)
9 Expert Climber: Clinging (30 STR) (14 Active Points); Cannot Resist Knockback (-1/4), Cannot Cling To Completely Smooth Surfaces (-1/4)
9 Animal Senses: +3 PER with all Sense Groups
5 Animal Eyes: Nightvision
10 Animal Senses: Tracking with Smell/Taste Group
10 Animal Companion: Mind Link , One Specific Mind - Albert (Alligator Follower), Psychic Bond
Powers Cost: 253
Cost Skill
3 Concealment 13-
6 +2 with Bite, Claws and Grab
3 Navigation (Land) 15- (6 Active Points); Sewers and Tunnels Only (-1)
3 AK: Campagn City 13-
3 Persuasion 13- (5 Active Points); Only Against Vermin and Reptiles (-3/4)
3 Stealth 14-
3 Streetwise 12-
2 Survival (Urban) 13-
Skills Cost: 26
Cost Perk
24 Follower (Alligator)
Perks Cost: 24
Cost Talent
7 Beast Speech (15 Active Points); Only To Talk To Reptiles and Small, Verminous Mammals Power loses about half of its effectiveness (-1)
Talents Cost: 7
Val Disadvantages
10 Distinctive Features: Rat-Like Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Clipped, Lisping Voice (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Enraged: Berserk When Cornered (Common), go 11-, recover 14-, Berserk
20 Enraged: When Witnessing Wanton Cruelty To Rats (Common), go 14-, recover 14-
5 Money: Poor
15 Psychological Limitation: Avoids Sunlight/Bright Light (Common, Strong)
15 Psychological Limitation: Vengeful (Common, Strong)
15 Psychological Limitation: Reclusive, Avoids People (Common, Strong)
10 Susceptibility: When Mind-Linked Rat Dies, 2d6 damage Instant (Uncommon)
15 Susceptibility: From Flash vs. Smell/Taste Group, 3d6 damage Instant (Uncommon)
20 Vulnerability: 2 x Effect Light-Based Flash (vs. Sight Group) (Common)
Disadvantage Points: 160

Base Points: 200Experience Required: 96Total Experience Available: 96Experience Unspent: 0Total Character Cost: 456

Sewer RatPlayer: NPC (Animal)

Val Char Cost
-20 STR -30
15 DEX 15
8 CON -4
4 BODY -12
8 INT -2
5 EGO -10
2 PRE -8
8 COM -1
2 PD 2
2 ED 0
2 SPD 0
2 REC 0
16 END 0
11 STUN 3
2" RUN-81" SWIM-11" LEAP5Characteristics Cost: -51
Cost Power END
5 Bite: Killing Attack - Hand-To-Hand 1 point 1
6 Animal Senses: +2 PER with all Sense Groups
5 Animal Eyes: Nightvision
10 Discriminatory with Smell/Taste Group
2 Burrowing: Tunneling 2" through 2 DEF material (10 Active Points); Extra Time (20 Minutes, -2 1/2), Limited Power Power loses about two-thirds of its effectiveness (Tunnel Is Rat Sized; -1 1/2) 1
Powers Cost: 28
Cost Skill
30 +6 with DCV
4 +2 with bite
3 Climbing 12-
11 Concealment 18- (17 Active Points); Self Only (-1/2)
15 Stealth 18-
Skills Cost: 63Total Character Cost: 40
Val Disadvantages
15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing)
10 Physical Limitation: Size - Tiny (Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing)
Disadvantage Points: 40Insect SwarmPlayer: NPC (Animal Swarm)
Val Char Cost
-35 STR -45
14 DEX 12
10 CON 0
21 BODY 22
5 INT -5
5 EGO -10
10 PRE 0
8 COM -1
1 PD 1
1 ED -1
3 SPD 6
2 REC 0
20 END 0
27 STUN 1
1" RUN-100" SWIM-20" LEAP0Characteristics Cost: -32
Cost Power END
26 Stinging: Killing Attack - Ranged 1/2d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), 64 Charges (+1/2), Continuous (+1), No Normal Defense (+1), Does BODY (+1) (52 Active Points); Conditional Power Not vs Opponents w/ Thick/Sturdy Full-Body Cover or PD Force Field (-1/2), No Range (-1/2)
40 Swarm Form: Physical Damage Reduction, Resistant, 75% (60 Active Points); Conditional Power Not Vs. Area Effect/Explosion Attacks (-1/2)
7 Swarm Form: Energy Damage Reduction, 25% (10 Active Points); Conditional Power Not vs Area Effect/Explosion Attacks (-1/2)
24 Swarm Form: Desolidification (affected by Any Attack), Reduced Endurance (0 END; +1/2) (60 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2)
7 Winged Insects: Flight 5" (10 Active Points); Restrainable (-1/2) 1
5 Swarm Form: Increased Arc Of Perception (360 Degrees) with Normal Sight
8 Insect Legs: Clinging (normal STR) (10 Active Points); Limited Power Cannot Resist Knockback (-1/4)
Powers Cost: 117Total Character Cost: 85
Val Disadvantages
20 Physical Limitation: Instinctive Intelligence (All the Time, Greatly Impairing)
15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing)
Disadvantage Points: 35Base Points: 50AlbertPlayer: NPC (Lowlife's Animal Companion)
Val Char Cost
25 STR 15
17 DEX 21
20 CON 20
16 BODY 12
10 INT 0
10 EGO 0
25 PRE 15
6 COM -2
11/16 PD 6
7/9 ED 3
3 SPD 3
9 REC 0
40 END 0
46 STUN 7
9" RUN06" SWIM41" LEAP-4Characteristics Cost: 100
Cost Power END
13 Bite: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) (20 Active Points); Restrainable (-1/2) 2
15 Tail Bash: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Only With Tail Power loses about a third of its effectiveness (-1/2)
11 Thick, Scaly Skin: Armor (5 PD/2 ED)
12 Heavy: Knockback Resistance -6"
1 Lurk Underwater: Life Support (Extended Breathing)
1 Lunge: Leaping + 1"; Only To Lung At Things Near Water Power loses about a third of its effectiveness (-1/2) 1
1 Burst of Speed : Running + +3" (9" total) (6 Active Points); Increased Endurance Cost (x8 END; -3 1/2) 8
6 Alligator Senses: +2 PER with all Sense Groups
5 Alligator Eyes: Nightvision
6 Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points)
Powers Cost: 71
Cost Skill
15 +5 with Bite, Grab and Tail Bash
1 Language: English (fluent conversation) (2 Active Points); Can Comprehend Only (Not Speak) Power loses about half of its effectiveness (-1)
2 Concealment 11- (3 Active Points); Self Only (-1/2)
3 Stealth 12-
Skills Cost: 21
Cost Talent
3 Environmental Movement (no penalties in water)
Talents Cost: 3Total Character Cost: 195
Val Disadvantages
15 Physical Limitation: Cold-Blooded (Frequently, Greatly Impairing)
10 Physical Limitation: Enormous (8m; -4 DCV. +4 to PER Rolls to perceive (Frequently, Slightly Impairing)
5 Physical Limitation: Reduced Leap, Can Only Leap 1" (Infrequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing)
25 Psychological Limitation: Completely Loyal To/Protective Of Lowlife (Very Common, Total)
5 Vulnerability: 1 1/2 x STUN Cold Attacks (Uncommon)
Disadvantage Points: 75Base Points: 75Experience Required: 45
Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Lowlife has dark, beady eyes, bristly, short brown hair on his head and also all over his arms, legs, chest, back and the backs of his hands and feet. His features are distinctly rat-like, and he even twitches his nose when he notices something or when he is worried or alarmed about something. He wears only a ragged pair of pants most of the time, though he puts on old shoes, a ragged trenchcoat and a wide-brimmed hat when he prowls outside the sewers and tunnels he calls home.Personality: Lowlife is mostly a recluse, preferring to avoid people except as necessary to get what he needs for his meager existence - mostly food, though occasionally he comes up with a use for some tools or some minor conveniences. Money is essentially meaningless to him, but he can be bribed by offerings of lots of food. On the occasions he does go out, it's almost invariably late at night or during the early morning hours - he spends so much time underground that bright light hurts his eyes, plus he finds it easier to hide and to avoid people during his chosen hours. In many ways, Lowlife's personality has come to resemble that of a rat - skittish, food-oriented, and a tendency to fight viciously if cornered. However, he is also very attached to and protective of his rat friends. He is prone to violence against those who harm the rats, and he can be quite vengeful against those who earn his ire. Quote:"Humans, with your cats and your poison and your traps... you hate and despise us, but you don't worry about us much when you're save in your homes above the ground. But now you're in our home... there are no traps or cats or poisons here... and there are many, many more of us than there are you."Background: Lou Wiley was a small-time hood who got involved in some big-time dealings - specifically, helping industrial clients dispose of toxic waste cheaply, albeit illegally. When federal surveillance caught him engaging in such activities, he made a deal - he'd be a snitch in return for his own charges being dropped. Unfortunately for Wiley, his associates had their own snitch within the government investigation, so they arranged for him to disappear - first stabbing him, then dumping his body into one of the spots where they'd been disposing of the waste by dumping it into the city's sewage and drainage system. He wasn't quite dead from the stabbing, so he could feel the burn of chemicals sinking through his skin and into his wounds. As his consciousness faded, he saw a dead rat and a couple small skeletons in the same pool, and lots of small, shining eyes watching him from close by. He felt like a lowlife - someone who had turned rat dying among the rats. It seemed fitting enough.

 

Wiley was surprised when he regained consciousness. He had no idea how much time had passed, but he didn't feel so bad any more. He felt different, though, and he quickly realized he could see in the darkness. The first thing he noticed was that his hands looked different - the fingers thinner, with long, sharp nails. The next thing he noticed was that he could see not just eyes, but rats - lots of big sewer rats, in fact - watching him. As he locked eyes with one rat, he suddenly felt part of his consciousness separate off and enter that rat, and quickly realized he could see things from the rat's point of view. When the rat looked his way, he saw more than his hands had changed. His eyes had become beadier, his head flatter, his cheeks and jaw protruding forward a bit, his teeth sharper, his ears smaller and higher up on his head. In short, he looked more like a rat. He lost consciousness again.

 

When he awakened again, he barely remembered who he was, or how he'd come to be in the sewers, but he knew that he belonged there, and that he had to stay there in order to avoid people who wanted to hurt him. He also knew that the rats were his friends, and that he could make them do his bidding. Within a short time, he'd learned his way around the city's sewers, drainage and utility tunnels, subway tunnels, etc. He got good at avoiding notice, leaving his tunnels only at night, mostly to get food. He also found that he could command creatures other than the rats - insects, bats and the like. Most of all, he found a good friend other than the rats. It turns out the old story about alligators in the sewers wasn't just an urban myth in at least one instance.

 

Lowlife, as the addled Wiley took to calling himself, mostly stays to the sewers and avoids contact with others, while using mind-linked rats as sentries and to prowl about the tunnels and the surface world seeing who is about. Every now and then one of the rats sees something that draws his attention, and he's gotten very good at getting into a wide variety of places. Beyond that, a few people have found out about Lowlife and convinced him to assist them with some occasional task. This has happened enough that he and his rats have gotten used to eating well.

Powers/Tactics: Lowlife can summon and command certain lesser forms of animals - those mostly dismissed as vermin. He can summon swarms of biting and stinging insects (bees, wasps, mosquitoes, horseflies) to attack his foes, or send clouds of flies and swarms of bats to blind opponents, but his most versatile, reliable and favored minions are rats. Aside from being able to summon swarms of sewer rats to attack his foes, he can link his mind with that of numerous rats and use the rats to scout things out - and by projecting enough of his mind into a rat, he can perceive things through that rat's senses and point of view. Combined with the mind links, this ability turns Lowlife's rats into exceptional sentries and spies, because even if they are seen, rats don't attract much suspicion. However, when Lowlife is actively directing a rat's behavior via the mind link, characters with Animal Handler receive a skill check (opposed by Lowlife's INT check, should he have clairvoyance active and note their suspicion) to perceive something off about that rat's behavior.

 

In personal combat, Lowlife mostly relies on his sharp claws and on grappling. He can dig his claws into someone while doing a Grab maneuver, and he can also use his bite on grabbed opponents. This bite inflicts a slightly less-lethal but extremely fast-acting variant of rabies. Within an hour, victims suffer headaches, fever, fatigue, sore throat, nausea and difficulty swalling, also becoming addled and foaming at the mouth. They progressively lose INT, END and BODY for the next seven hours. A painful and lengthy regimen of injections can stop the progression of this disease, but it otherwise has the potential to be fatal, and its effects can linger for several days.

 

Lowlife's other ace in the hole is his follower, Albert, a large alligator with whom he has come to share a psychic bond. This bond has made Albert much more intelligent than most alligators, to the point that he's even learned to understand spoken English. When possible, Albert lurks mostly submerged in murky water. In the darkness of the sewers, this usually helps him hide well despite his large size. Albert quickly rushes to Lowlife's assistance and will even attack proactively if he hears someone plotting violence against his friend.

Campaign Use: Characters might become aware of Lowlife on their own, if they are searching sewers and tunnels for some reason, or by noticing some unusual rat behavior and tracking it to the source, or they might possibly investigate sightings of a bizarre "rat man." They might also investigate some crime he and his rats have committed, either on their own (most likely a revenge murder) or contracted by/helping out some other criminals. Circumstances and how the PCs behave will likely dictate how an encounter goes; note that Lowlife generally has little to gain by fighting superheroes, and that they might be able to get information out of him or even develop some sort of ally relationship if they are more willing to talk than to fight.

 

If Lowlife is too powerful for your campaign, you might drop the disease aspect of his bite attack, reduce the size of his Summoning abilities (or make them usable only once per day) and reduce both the number of rats he can Mind Link with and the range at which this and his Clairsentience functions. You can also consider getting rid of Albert, but that'll leave Lowlife even lonelier than he is already.

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

Minor problem for Bandido: those negative skill level slots prevent him from using any other slot' date=' even after the shot lands. Mechanically it works, but makes no sense given the SFX.[/quote']

 

Actually, that's not quite true *in this case*, as I built them somewhat differently than usual. In this case, using Hero Builder's Custom Power feature, I built the effect as an Adjustment Power (rather than the standard Constant Power), +1 Negative Combat Skill Level = 5 active points. At the base level, this effect would fade at 5 points (one negative skill level) per turn, be no range, etc., like other Adjustment Powers. In this particular case, the Advantages for the Skilled Shot Multipower (Range, Delayed Return Rate of 5 pts/day) kick in.

 

I built it this way because it made more sense for the special effect, and I believe it is balanced well against the Constant Power version because it is not Constant at the default level and also has a Defense which applies (Power Defense, as is standard for Adjustment Powers).

 

I should have noted that in the Powers/Tactics section, and will in fact do that and repost him later.

Link to comment
Share on other sites

Character #11 - ManipulatorThe following character was not originally created for my Street Hero campaign. He wouldn't be entirely inappropriate for such a campaign - after all, the Purple Man is primarily a Daredevil foe - but he also works well in a more standard superhero game (particularly as a behind-the-scenes mastermind who is organizing and manipulating other villains' activities). The active points in Manipulator's powers are somewhat higher than usual for a game based on 200 Base Points + 150 Disads, but this is both thematically appropriate and balanced by weaknesses in other areas. This fellow works best as a mysterious, hidden foe, rather than the kind of guy who goes in and robs a bank. Of course, why should he go to the trouble of robbing a bank when he can manipulate someone else into taking that risk?Enjoy!ManipulatorPlayer: NPC (Villain)

Val Char Cost
10 STR 0
18 DEX 24
20 CON 20
10 BODY 0
23 INT 13
27 EGO 34
25 PRE 15
10 COM 0
6 PD 4
6 ED 2
6 SPD 32
10 REC 8
40 END 0
36 STUN 11
6" RUN02" SWIM02" LEAP0Characteristics Cost: 163
Cost Power END
67 Mental Manipulation: Multipower, 100-point reserve, (100 Active Points); all slots Extra Time (Full Phase, -1/2)
4u 1) Emotion Reading: (Total: 100 Active Cost, 38 Real Cost) Telepathy 9 1/2d6 (48 Active Points); Receive Only (-1/2), Extra Time (Full Phase, -1/2), Limited Power Only To Read Emotions and Gain Information About Who/What Target Has Strong Feelings Toward (-1/4) (Real Cost: 21) plus Telepathy 7d6 (standard effect: 21 points), Reduced Endurance (0 END; +1/2) (52 Active Points); Limited Power Only To Make Telepathy Undetectable By Target (-1 1/2), Extra Time (Full Phase, -1/2) (Real Cost: 17) 5
3u 2) Psychic Doppelganger: Mental Illusions 13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); Self Only (-1), Limited Power Only To Appear As Someone Emotionally Significant To Target (-1/2), Extra Time (Full Phase, -1/2)
5u 3) Manipulate Perception: Mental Illusions 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Limited Power Power loses about a third of its effectiveness (Only To Create Illusions Related To Persons/Things/Situations Target Feels Strongly About; -1/2), Extra Time (Full Phase, -1/2) 4
4u 4) Mental Programming: Mind Control 10d6, Telepathic (+1/4), Cumulative (120 points; +3/4) (100 Active Points); Extra Time (1 Turn, -1 1/4), 12 Charges (-1/4)
4u 5) Empathic Projection: Mind Control 6d6, Reduced Endurance (1/2 END; +1/4), Cumulative (72 points; +3/4), Area Of Effect (6" Radius; +1), Selective (+1/4) (97 Active Points); No Range (-1/2), Limited Power Only To Alter/Impose Emotional States (-1/2), Extra Time (Full Phase, -1/2) 4
5u 6) State of Emptiness: Entangle 3d6, 5 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Standard Defenses apply; +1) (100 Active Points); 8 Charges (-1/2), Extra Time (Full Phase, -1/2)
17 Mental Alertness: +5 with DCV (25 Active Points); Limited Power Not vs. Automatons, Robots, Alien Minds or Opponents With Mental Defense 11+ (-1/2)
16 Mental Fortitude: Mental Defense (17 points total), Hardened (+1/4) (16 Active Points)
8 Mental Fortitude: Power Defense (10 points), Hardened (+1/4) (12 Active Points); Only Works Against Limited Type of Attack (Attacks Targeting INT, EGO, PRE, Mental Powers or Mental Defense; -1/2)
Powers Cost: 133
Cost Skill
6 +2 With Mental Manipulation Multipower
10 +1 Overall
3 Bribery 14-
3 Acting 14-
3 Bureaucratics 14-
3 Computer Programming 14-
3 Conversation 14-
2 Forgery (Documents) 14-
3 High Society 14-
3 Interrogation 14-
3 KS: Business and Finance 14-
3 Persuasion 14-
3 PS: Con Man 14-
3 Seduction 14-
3 Shadowing 14-
3 Stealth 13-
3 Streetwise 14-
Skills Cost: 60
Cost Perk
2 Deep Cover
2 Deep Cover
Perks Cost: 4
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
15 Hunted: PSI 11- (Mo Pow, Mildly Punish - Force Him To Join/Work With Them)
20 Hunted: FBI 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Local Police 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Physical Limitation: Requires Glasses or -5 on Vision PER Rolls (Infrequently, Greatly Impairing)
20 Psychological Limitation: Seeks Out Challenging/High Stakes Victims (Very Common, Strong)
15 Psychological Limitation: Cowardly (Common, Strong)
15 Psychological Limitation: Pathological Liar (Common, Strong)
10 Psychological Limitation: Compulsive Big-Spender (Common, Moderate)
15 Social Limitation: Secret Identity - Benjamin Barnes (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 10Total Experience Available: 10Experience Unspent: 0Total Character Cost: 360

Height: 1.80 m Hair: Platinum Blonde (balding)
Weight: 114.00 kg Eyes: Blue
Appearance: Ben Barnes is an overweight man in his late 30s. He has wispy, thinning white-blonde hair and icy blue eyes and wears prescription glasses. He dresses expensively much of the time, though he tends to dress unobtrusively or in a manner to hide his identity when he is planning to implement a scheme. When meeting with known criminals, he wears black gloves and a featureless, black hood to hide his features/identity. He wears goggles containing prescription lenses along with the hood, so none of his features can be seen.Personality: Manipulator is a user, pure and simple. He doesn't care about other people as people, and has no concern for their rights - or for their wants, desires and feelings, beyond how he might use those things to manipulate people or twist them to his own ends. All that's truly important to Manipulator is Manipulator. Beyond that, he's a compulsive liar and a coward who thinks nothing of manipulating others into dangerous situations but does his best to avoid or flee from direct conflict as quickly as possible.Quote:"Yes, I know what she wants, but I'm more concerned with what I want... and with just a little effort on my part, she'll feel exactly the same way."Background: The first lesson Ben Barnes learned in life was that it is okay to trick people to get what you want. He learned this from his father, a con artist who trained Ben early on to take part in his scams - and punished him severely if he messed things up. Ben learned early on to lie convincingly and to put on a good act.

 

Ben Barnes' mutant powers emerged during his early teens. Over a period of months, he realized he had an unusual amount of awareness of others' emotions, drives and desires, and within a short amount of time he realized he could impose his own emotions upon others to a certain extent, and even make them perceive him in a manner more in tune with their desires and dreams. Predictably, Ben being a teen boy of normal desires and low morals granted great powers, he ended up misusing this ability, and also predictably, this caused him a lot of problems, as those he targeted eventually came to their senses (try as he might, Ben could not shift others' feelings and desires permanently) and felt tricked, taken advantage of, etc. He ran away from home by age 15, largely to escape prosecution for fraud and sexual assault. He got by on the skills he'd learned from his father while exploring and carefully honing his skills, both larcenous and psychic. Along the way he learned to establish false identities, and a lot about both crime and finances, and he also learned a lot about the limits and uses of his powers.

 

Unfortunately for him, Ben never learned much in the way of temperance or discipline. Over the years he's used his skills and powers to gain literal fortunes, but he has fairly little to show for it, as he tends to spend money as quickly as he gets it and isn't careful enough to be able to stay in any one place very long and not attract unwelcome attention. Thus, his is a nomadic existence, living in the moment and - preferably - high on the hog. Never interested in or well-suited for combat, he's avoided the typical costumed-criminal route - he doesn't show up at banks, mind control the guards and tellers and make them give him money, but he has led gangs of con artists and worked with a few other super-powered individuals from time to time. For those occasions, he's developed a mysterious, masked alter-ego - the Manipulator. This role - and his success within it - has developed from a mild thrill to an obsession, and one that he can satisfy only by matching himself against more challenging victims. He finds the idea of manipulating super-heroes particularly intriguing.

 

Ben's activities, as the Manipulator and otherwise, have made him some enemies. Various law enforcement agencies have noticed patterns of criminal activity that they believe are the work of one individual or group of people, though as yet they have no proof to connect these crimes to Ben Barnes or either of his well-established aliases (he uses and discards too many sets of false ID for that), but they have connected some of these activities to the mysterious Manipulator. Ben isn't too worried about the law at this point, but he worries a lot about a group of psionically-powered individuals he's encountered twice now - PSI. These folk haven't taken kindly to his refusal to join their ranks, and they play rough - and worse yet, many of them are extremely resistant to his abilities! He'd like to get rid of them - and is considering plans to manipulate the law enforcement and super-hero communities toward that end - but failing that, he does his best to stay out of their way for now.

Powers/Tactics: Manipulator has powerful psionic abilities focused around emotions. He can read other's emotions and perceive details about what they desire, what things are important to them and what they feel strongly about - either positively or negatively. Using that knowledge, he can cause a person to perceive him or others as the object of their desires and/or emotions (all the better to manipulate them), or alter their perceptions in some manner involving those feelings and desires. Manipulator can also alter others' emotions - in essence, making them feel whatever he wishes - though this ability doesn't allow for the fine-tuned effects he prefers. If he chooses, he can even make a person feel nothing about anything at all - including motivation to act, which leaves the person rooted in place, immobile (ECV Entangle). Finally, he is able to insert an idea or course of action into a person's mind and make the person feel positively enough about it so he or she will act on it (Mind Control), but this is relatively time consuming.

 

Manipulator prefers to leave his victims unaware that he has been in their minds and that their feelings, perceptions and motivation have been tampered with. Thus, whenever possible he tries to leave his victims believing that their illusory experiences were real (+10 effect), that their actions were their own idea (+20), or that they did not perform actions they were compelled to perform (+10). This is fairly easy to accomplish with most mundane individuals, and is automatic with whatever level of emotion reading (Telepathy) Manipulator manages to achieve, but he knows that super-beings tend to have much stronger minds and has thus learned that it's generally better to not try such tactics - particularly against other psionic individuals.

 

Manipulator tries to avoid combat, and for good reason (other than his being a coward, that is). First off, all of his powers take a bit of extra time (full phase) to activate. beyond that, he doesn't have any straight-forward, damaging mental powers like Ego Attack or Psychokinesis. He can use his Mental Illusions in combat, but unless he first has time to do emotion reading, he may not know enough about a given hero's loves, hates, desires and such to know what sort of illusion to inflict, which means the illusion may either receive lesser-than-desired effects or fail completely (though a hero's Reputation and known Disadvantages may help Manipulator out in this regard). Thus, when things get tough, he tends to rely on his entangle or Empathic Projection. Given time and lots of bystanders in the area, Manipulator also likes to use Empathic Projection to turn the crowd into a distraction, either by turning them against the heroes or by making them panic, strike out at each other or even become suicidally depressed. (Note - UNTIL SUPERPOWERS DATABASE, pp. 82-83, has some guidelines for empathic/emotion-control variations on mind control).

Campaign Use: Manipulator could interact with the PCs in any number of ways. First, he might decide to manipulate someone important to the PCs - a DNPC, Contact or ally, perhaps - either to get something he wants from that person or to get the person to do something - perhaps even something dangerous, like a robbery. The PCs will certainly take notice if a fiance or harmless Aunt Mary holds up a bank and later remembers that it had been her idea to do that and give the money to her beloved sister - who, it turns out, is still in California. Second, he might decide to target the PCs in some way, having either sought one or more of them out for his schemes, or having read some interesting emotions in one of them when he happened to see the PC stopping a crime, rescuing people trapped in a fire or whatever. As a variant on this idea, Manipulator may try to use the PCs to eliminate PSI - or, alternately, PSI may try to send the heroes after Manipulator, hoping super-heroic pressure will convince him to join them. Finally, Manipulator might go after the PCs in some manner or another - forcing them to commit crimes that put them behind bars, perhaps - because one of their Hunteds has offered him assistance in getting PSI off his back, in exchange for him taking care of the PCs.

 

Manipulator's psychic abilities have fairly high active point totals compared to the typical levels for characters based on 200 points + 150 in Disads. That shouldn't be too much of a problem, given his tendency to act subtly and behind the scenes and how much of a pushover he is in direct combat, but if he's too powerful for your campaign you might tone him down by reducing DC of some effects or taking away the Reduced END Advantages and Charges Limitations.

 

His subtle powers and behind-the-scenes style makes Manipulator challenging and dangerous as a potential Hunted, but he tends to move around too much to Hunt anyone at more than 8-. Beyond that, he'd need a good rationale to Hunt a PC - perhaps the PC presents a special challenge or is wealthy in his civilian identity. He is not at all prone to Hunt other psionics, though.

Link to comment
Share on other sites

Bandido, RevisedOkay, rather than dink around with atypical Power constructs for Bandido's Skilled Shot Multipower, I decided to just switch around the way the Multipower was built. The Multipower works essentially the same - and has exactly the same point costs - other than that the Negative CSL slots now are built with Continuing Charges which last one hour (or until the damage from the .44 Automag is healed, whichever comes first). Note that per rules, a Continuing Charge does not lock down MP points the way continuing to feed END to a Constant Power does. So, it works with the special effect. As it turns out, while the book lists no applicable defense for Negative CSLs, it turns out they are resisted by Power Defense (even though not technically an Adjustment Power). According to the updated FAQ, it takes one point of Power Defense to negate a single Negative CSL, Negative SL, etc. Thus, 5 points of Power Defense will nullify 5 Negative CSLs.In any case, here is the revised Bandido.BandidoPlayer: NPC (Villain)

Val Char Cost
15 STR 5
23 DEX 39
15 CON 10
10 BODY 0
10 INT 0
14 EGO 8
18 PRE 8
18 COM 4
7/17 PD 4
7/17 ED 4
5 SPD 17
6 REC 0
30 END 0
30 STUN 4
9" RUN64" SWIM25" LEAP2Characteristics Cost: 113
Cost Power END
16 .44 Automag : Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (Pistol; -1), 2 clips of 7 Charges (-1/4)
5 Another .44 Automag Pistol: (5 Active Points)
8 Skilled Shot: Multipower, 30-point reserve, all slots 4 clips of 7 Charges (+0) (30 Active Points); all slots OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
1u 1) Slow 'em Down: Drain DEX 1d6, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (25 Active Points); OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
1u 2) Leg Shot: Drain Running 1d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points); OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
1u 3) Make 'em Dizzy: Drain INT 1d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points); OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
1u 4) Flesh Wound: Drain STR 1d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points); OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
1u 5) Impairing Wound: Negative Combat Skill Levels (-2 to opponent's OCV), Ranged (+1/2), Continuing Charges - 1 Hour (+1 1/2) (30 Active Points); OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
1u 6) Can't Fight Back: Negative Combat Skill Levels (-2 to opponent's DCV), Ranged (+1/2), Continuing Charges - 1 Hour (+1 1/2) (30 Active Points); OAF (Pistol; -1), Activation Roll 14- (-1/2), Linked (.44 Automag ; -1/2), .44 Automag Must Do Body (-1/2), All Effects End If BODY Done By .44 Automag Is Healed (-1/4)
15 Lucky Shot: Find Weakness 12- with .44 Automag
14 Field Generator Belt: Multipower, 20-point reserve, Costs END Only To Activate (+1/4) (25 Active Points); all slots OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4)
1u 1) Protective Field: Force Field (10 PD/10 ED) (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4) 2
1u 2) Distortion Field: Invisibility to Sight Group (20 Active Points); OIF (Belt; -1/2), Gestures (Must Use Gestures To Activate/Change Powers; -1/4) 2
2 Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OAF Fragile (Goggles; -1 1/4)
2 Nightvision Goggles: Nightvision (5 Active Points); OAF Fragile (Goggles; -1 1/4)
9 Uncanny Senses: +3 PER with all Sense Groups
Powers Cost: 79
Cost Martial Arts Maneuver
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, 25 STR to Disarm
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm
Martial Arts Cost: 12
Cost Skill
15 +5 with any pistol
8 Penalty Skill Levels: +4 vs. Range Modifier with pistols
7 Acrobatics 16-
3 Breakfall 14-
3 Climbing 14-
7 Fast Draw 16-
0 Language: Spanish (completely fluent) (3 Active Points)
2 Language: English (fluent conversation)
3 Riding 14-
7 Security Systems 13-
7 Shadowing 13-
5 Stealth 15-
5 Streetwise 14-
12 Survival (Temperate/Subtropical, Tropical, Desert, Urban) 13-
7 Tracking 13-
10 Two-Weapon Fighting (Ranged)
4 WF: Small Arms, Blades, Grenade Launchers
4 PS: Mercenary 13-
Skills Cost: 109
Cost Perk
3 Reputation: Incredible Marksman (A medium-sized group) 11-, +3/+3d6
Perks Cost: 3
Cost Talent
3 Lightsleep
31 Danger Sense (self only, any danger, Function as a Sense) 15-
Talents Cost: 34
Val Disadvantages
15 Reputation: Cold-Blooded Killer, Killed a Superhero (Ricochet I), 11- (Extreme)
15 Hunted: Local Police 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Hunted: FBI 8- (As Pow, NCI, Harshly Punish)
15 Hunted: Ricochet II 11- (As Pow, Harshly Punish)
20 Psychological Limitation: Tends to Freeze or Flee In Melee (Very Common, Strong)
15 Psychological Limitation: Loyal to Mr. Muerte (Common, Strong)
15 Psychological Limitation: Cowardly - Flees/Caves In When Wounded or Threatened With Torture (Common, Strong)
5 Social Limitation: Secret Identity (Occasionally, Minor)
15 Susceptibility: When Using Force/Invisibility Field, 2d6 damage per Minute (Common)
20 Vulnerability: 2 x Effect vs Fear/Intimidation Attacks (Including Presence Attacks) - Cowardly (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.76 m Hair: Black
Weight: 80.00 kg Eyes: Brown
Appearance: Bandido dresses wears a close-fitting bodysuit, boots, gloves and military-style, full-face mask/head covering, and his nightvision goggles - all black. The field generator belt is dark blue, with a large, thick buckle that has some buttons along the top (the belt controls). Bandido has attached the holsters for his twin Automags to the field generator belt. An ammunition belt (holding extra magazines for the Automags) crosses his chest from his left shoulder to his right side. Beneath this outfit, Gustavo Silva is a handsome Latino man with a very muscular build and almost no body fat. He is clean-shaven and wears his hair cut very short.Personality: In the field, Bandido acts like a calm, competent professional; out of combat, he puts on an air of bravado and machismo. The truth is, though, that Bandido's near-death has left him something of a coward. He does fine so long as he can fight at a distance, but he is likely to either freeze up or (if opportunity presents itself) flee in panic when someone closes with him. He is otherwise completely loyal to Mr. Muerte, but he knows his cowardice would probably result in his elimination should Muerte become aware of it.

 

Bandido's Secret Identity Disadvantage refers to the fact that US law enforcement does not know his actual name, and that few people outside Mr. Muerte's closest operatives would recognize him out of costume or know that he used to be the feared Columbian criminal Gustavo Silva. Bandido really maintains only the most minimal identity as Gustavo Silva at this point, and really doesn't have much of a life outside his criminal activities. As such, having his identity revealed would be only a minor inconvenience, and Secret Identity is thus worth fewer-than-usual Disadvantage points in his case.

Quote:"No, no, you insult my marksmanship! I meant for the first shot to only wound him, because I wanted him to know pain and fear before death."Background: Gustavo Silva grew up amidst the chaos and crime that engulfed Columbia during the tail-end of the 20th century. His father was involved in the cocaine trade, and Gustavo was left to fend for himself when his parents, uncle and oldest brother were killed in a US-sponsored government raid. Gustavo blamed these deaths on the governments of Columbia and the US, of course - conveniently forgetting that the raid had occurred in response to his father ordering his henchmen to bomb the home of a judge. The incident caused him to declare a hatred of all government, and himself an outlaw who would get by on the principle that the strong can and should take what they wish. He thus started a career of banditry and kidnapping.

 

Gustavo Silva quickly developed a reputation as a daring and cruel man, and an amazing shot. Other bandits joined up with him, and his band earned a lot of notoreity... and many enemies. When he dared cross some of the drug kingpins, Gustavo realized too late that he'd definitely made the wrong enemy. He barely escaped the attack that left the rest of his gang dead, and as it was, he was sorely wounded. Days later, Gustavo was still hiding in the jungle, dying of infected wounds and nearly mad with fever, when agents of the dread Senor Muerte finally tracked him down. Having heard of his disappearance, Muerte decided to seek out Gustavo and offer the bandit a place in his organization in the US, recognizing that such an evil and violent man could well be an asset in his line of business. Gustavo accepted and served impressively, having taken to wearing a full-face mask and insisting that Muerte's other operatives refer to him as Bandido. That is the name by which he is known to most.

 

Bandido has served Mr. Muerte well as a combat specialist and hitman, and his activities have drawn the notice of law enforcement. In addition, his murder of the superhero Ricochet has earned him a reputation as a cold-blooded killer... not to mention the hatred of Ricochet's sister, who has taken on his superheroic mission in honor of her brother and in search of vengeance against his killer. She also wants to get back the original Ricochet's field generator belt, which Bandido took from the slain hero and has since used in his crimes.

Powers/Tactics: Bandido possesses no true superpowers. All of his abilities are the result of exceptional reflexes, training and equipment, and lots of experience. He is a truly fantastic marksman with pistols. He is skilled with all pistols, but currently favors the .44 Automag because of its power and impressive reputation. He is able to fight with two pistols at the same time and is also capable of amazing trick shots, including disarming opponents from a distance, finding weak spots in armored opponents or sturdy materials and placing his shots so as to inflict impairing wounds (Skilled Shot Multipower). Bandido's senses and infiltration skills are finely honed from years of jungle combat. He also makes use of sophisticated night vision goggles and the super-tech belt created by the slain superhero Ricochet. This belt emits an energy field which, depending on calibration, can either bend light around it (producing a visual distortion when viewed at very close ranges) or repel attacks. However, the field interacts poorly with the human neural system, resulting in unconsciousness (and eventually injury) if active for long periods of time, so Bandido tends to use it for only very brief periods of time (during combat or to quickly sneak past a guard, for example), rather than spending long periods of time sneaking around invisibly.Campaign Use: Mr. Muerte keeps Bandido around to deal with troublemakers, either as a lone hitman or as part of a strike force including Muerte's other supervillain followers. In either role, he will avoid close combat. He seeks out cover when possible, and is not above injuring a bystander to throw off pursuers.
Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

Okay, I promiced myself a while ago I would take a close look at these characters and comment, well I finaly started tonight :)

 

Mr. Muerte:

 

By my nature I am a mechanic so a few things: Unless you are planning on doing MPA's the claws and fist can be a hands based MP (you can also raise the damage of the HKA)

 

Many points can be saved by grouping all of your followers in one line, point totals may very down...

 

Background: love it, will steal parts of it...

 

Only problem I had is that he seems to hide his undead nature but then his quote hints to it...

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

Okay' date=' I promiced myself a while ago I would take a close look at these characters and comment, well I finaly started tonight :) [/quote']

 

Excellent! Thank you!

 

Mr. Muerte:

 

By my nature I am a mechanic so a few things: Unless you are planning on doing MPA's the claws and fist can be a hands based MP (you can also raise the damage of the HKA)

 

Good point... and I don't see him doing a lot of MPAs, so the MP sounds like the way to go. I'm not sure how far I want to bump the KA, so I may boost it via advantages (0 END, or maybe a bit of Piercing when I get DARK CHAMPIONS).

 

Many points can be saved by grouping all of your followers in one line, point totals may very down...

 

I'm not sure I'm following you here. Explain?

 

Background: love it, will steal parts of it...

 

Coolness. The point of this thread was to give other people some ideas and some resources, rather than let a bunch of creativity just sit unused. Anyone can feel free to use whatever parts they like.

 

Only problem I had is that he seems to hide his undead nature but then his quote hints to it...

 

Yep, it hints at it a bit. The quote could occur under circumstances when he doesn't expect the person he's talking to will be around long enough to spill any secrets, though. ;)

 

Thank you for the comments! Please keep them coming.

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

Re Followers: You have bought it twice, this is always a waste of points.

 

Buy it as follows

 

70 62 Followers (200 base 150 disads)

 

Then in play you define it as 4 Villains, and 52 (150 point) body guards, and 6 Lt's...

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

Re Followers: You have bought it twice, this is always a waste of points.

 

Buy it as follows

 

70 62 Followers (200 base 150 disads)

 

Then in play you define it as 4 Villains, and 52 (150 point) body guards, and 6 Lt's...

 

Aha, I see. Much more cost effective. That works.

 

Time to do a slight rewrite on Muerte. Points saved will probably go into a base, contacts and other resources that I didn't bother accounting for.

 

Much appreciated!

Link to comment
Share on other sites

Character #12 - La GataThis character is another who originated in my old Street Hero campaign, newly converted to 5E and presented her for your perusal and use, should you wish. She's a very close-to-the-streets hero who focuses her efforts on protecting the poor, the disenfranchised and the outcasts from society. I hope you enjoy.La GataPlayer: NPC (Hero)

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
12 BODY 4
18 INT 8
17 EGO 14
20 PRE 10
18 COM 4
9 PD 5
7 ED 3
6 SPD 24
8 REC 0
44 END 2
42 STUN 10
11" RUN105" SWIM38" LEAP4Characteristics Cost: 179
Cost Power END
7 Claws: Multipower, 10-point reserve, (10 Active Points); all slots OIF (Gloves With Diamond-Tipped Titanium Razor Claws; -1/2)
1u 1) Claw Rake: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); OIF (Gloves With Diamond-Tipped Titanium Razor Claws; -1/2) 1
1u 2) Fast Climbing: Clinging (normal STR) (10 Active Points); OIF (Gloves With Diamond-Tipped Titanium Razor Claws; -1/2), Cannot Resist Knockback (-1/4), Not On Surfaces w/DEF>7 Power loses about a fourth of its effectiveness (-1/4)
7 Regeneration: Healing BODY (1 Per Turn) 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
5 Cat Eyes: Nightvision
3 Sharp Senses: +1 PER with all Sense Groups
2 Exceptional hearing: +2 PER with Normal Hearing
10 Exceptional Hearing: Targeting with Normal Hearing
Powers Cost: 36
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1 1/2d6 , Disable
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 Punch/Elbow Slam/Snap Kick: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
5 Roundhouse Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls
4 +1 HTH Damage Class(es)
Martial Arts Cost: 40
Cost Skill
5 +1 with DEX Skills
7 +2 with DCV (10 Active Points); Requires An Acrobatics Roll (-1/2)
5 Acrobatics 15-
3 Analyze: Style 13-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Contortionist 14-
3 Conversation 13-
3 Interrogation 13-
3 Linguist
1 1) Language: English (completely fluent) (3 Active Points)
1 2) Language: French (completely fluent) (3 Active Points)
1 3) Language: Italian (fluent conversation) (2 Active Points)
1 4) Language: Russian (fluent conversation) (2 Active Points)
0 5) Language: Spanish (idiomatic) (4 Active Points)
1 6) Language: Thai (fluent conversation) (2 Active Points)
3 Lockpicking 14-
3 +2 with Lockpicking (4 Active Points); IIF (Lockpicks Hidden in Boots; -1/4)
3 Paramedics 13-
3 PS: Social Worker 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 KS: Martial Arts 13-
3 AK: Campaign City 13-
3 CuK: Campaign City Criminals, Criminal Organizations and Gangs 13-
Skills Cost: 82
Cost Perk
1 Fringe Benefit: License to practice a profession
6 Contact: Street People, Runaways and Hookers (Good relationship with Contact), Organization Contact (x3) (6 Active Points) 8-
Perks Cost: 7
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
10 Dependent NPC: Sandra Marx, Lover 8- (Normal)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Local Police Department 11- (Mo Pow, NCI, Limited Geographical Area, Watching)
5 Hunted: Los Locos (Street Gang) 8- (As Pow, Limited Geographical Area, Harshly Punish)
10 Hunted: The Scar 8- (As Pow, Harshly Punish)
10 Hunted: Aryan Avenger 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Hatred of Prejudice/Discrimination (Very Common, Strong)
15 Psychological Limitation: Hatred Of Those Who Exploit/Prey On The Poor/Minorities/Street Folk/Prostitutes (Common, Strong)
15 Psychological Limitation: Extremely Protective Of Women and Kids (Common, Strong)
15 Reputation: Hero At The Edge Of Society - Hangs With/Defends Gays, Immigrants, Prostitutes, Etc., Does Not Always Follow The Law, 14-
5 Rivalry: Professional (Redeemer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Lesbian (Frequently, Major, Not Limiting In Some Cultures)
15 Social Limitation: Secret ID - Maria Sanchez (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.70 m Hair: Dark Auburn
Weight: 70.00 kg Eyes: Brown
Appearance: La Gata is a light-skinned Latina with a well-balanced but very feminine build - curvy, well-muscled and sleek, like one might see on a top-ranked female tennis or volleyball player. She has brown eyes and a full head of curly, hair (dark brown with red highlights) that falls to mid-back. In her civilian identity, Maria Sanchez wears her hair tied back in a long braid, but as La Gata she lets it flow free. In civilian ID she dresses comfortably but stylishly, favoring skirts of mid-calf length and light sweaters. As La Gata she wears a black, low-cut body stocking, gray tights, black knee-high boots with low, functional heels, a black half-face mask and long, tight-fitting, black gloves. The mask covers the top part of her face up to the hairline, other than the eye openings and leaving her nose uncovered. Her ears are covered by her hair, but cat-like "ears" stick up through her hair from the upper corners of her mask. Atop each digit of the gloves are small sheaths, from which her claws emerge, like tiny switchblades, when she flexes her hands back toward the wrist. The blades are shaped like fingernails, but made of flat-gray metal; each ends in a small point. The edges of the blades are razor-sharp, and each is tipped with a small chip of industrial-grade diamond, easily capable of cutting glass. The inner surfaces of her boots contain small, hidden pockets, in which she keeps lock picks. La Gata's bodystocking also includes an appropriately-placed, black tail, attached by Velcro so it breaks away easily; it serves mostly to fool those who might otherwise attempt to grapple her into attacking a tempting but fruitless target.Personality: La Gata is motivated by a desire to protect those who cannot protect themselves and those who are ignored, forgotten or cast off by the larger society, to punish those who would harm those she protects, and to seek justice - or failing that, vengeance - for those who would otherwise receive none. She knows how rough life can be, and she does her part to make it easier for people. in both her identities.

 

In her civilian identity, Maria Sanchez tends to behave more calmly than she does as La Gata, but in both identities she is very open about who she is. As La Gata, she is equally open about her feelings toward prejudiced individuals, discriminatory actions and those who prey on others, and she gladly expresses those feelings through action. She is not completely blind to her own prejudices, but she can be quick to assume that those who disapprove of her methods really have more of an issue with her sexual orientation, or in some cases possibly her race or gender.

Quote:"So, you like to hurt women, eh? That makes you feel real tough, I bet. Well, come on, macho man, try me on! Don't bet on you being the one who inflicts the hurt, though."Background: Maria Sanchez knows a bit about how rough life can be. Her mother was Mexican-American, poor, and a drug addict; her father, Caucasian and never involved in her life. The closest she ever had to a father figure were the violent, usually alcoholic men with whom her mother got involved; not all of them confined their abuse to Maria's mother. Maria was 11 when her mother died of a drug overdose; over the next two years she was shuffled off between family members before running away at age 13. She joined a gang for protection but managed to stay away from the drugs that she'd seen kill her mother. Unfortunately, that didn't protect her from other dangers.

 

At fifteen, she was abducted by members of a rival gang. Maria was brutalized, stabbed and left for dead in a dumpster. She was astounded to not only awaken, but to find her wounds healed, her senses sharpened and herself stronger and faster than before. Viewing her survival as a miracle, Maria left the gang life behind forever and sought sanctuary at a Catholic Church. Touched by her story and impressed with her maturity, the local diocese arranged guardianship for her, and funding for her to attend a Catholic high school. She applied herself in both studies and sports, earning college scholarships, but also found herself dealing with confusing feelings - an attraction to many of the other girls at her school. In time this attraction led to experimentation, and when this was discovered, her sponsors in the Church were not pleased, and she was threatened with expulsion. Feeling hurt and rejected, but intent on living life on her own terms, she left school and completed her GED so she could continue on to college.

 

In college, Maria continued to explore, and eventually became comfortable with, her sexual identity while throwing herself into her studies, having decided to pursue social work as a means of preventing others from having the sort of childhood she'd had. After earning her MA she started work with an inner city social welfare agency - and came face to face with the cold, hard reality that there were many injustices beyond the reach of a social worker, no matter how well-intentioned. When a child client of hers fled an abusive home only to fall into the grasp - and soon die at the hand - of a vicious pimp, she decided to try to address things differently. Donning a mask, first she visited the dead girl's former home, where she beat the father mercilessly and frightened him into confessing to the police that he had abused the girl and her younger siblings. Next, she went after the pimp and issued him a challenge in the street, right in front of his girls and many other witnesses. She handled him easily, and when he pulled a knife on her, she broke his wrist and beat him until he begged for mercy. Standing over his whimpering body, she served notice that anyone who preyed on others in this part of town would suffer the same fate. Witnesses commented on how quickly and gracefully she moved - like "la gata", a cat. Maria liked that, so she chose that name as her new identity and made a costume to match.

 

Since then, La Gata has done a lot of good for a lot of people, but she has made lots of enemies as well, and her violent ways have made the police suspicious of her. Her MO isn't the only thing controversial about her; in both her costumed and her civilian identities, she is out about her sexual orientation, and as Maria Sanchez she is very involved with gay rights causes, not to mention immigrant and abortion rights and women's and children's issues. Her openness about being a lesbian has caused some tension between her and a fellow street-level hero, Redeemer, which she addresses by trying to out-do him at every turn; for his part, he's more concerned about results and doing good than keeping score, and while he disapproves of La Gata's personal life and some of her methods, he still views her as someone on the same side, and someone with her heart in the right place. Many others do not bear her such good will; these include the Aryan Avenger, a self-avowed "hero" who promotes white power and espouses racist ideas; the Scar, a villain with an obsessive hatred of beauty who expresses this hatred by by inflicting disfigurement upon beautiful people; and the Los Locos street gang, who want revenge for La Gata frequently disrupting their criminal activities.

 

Maria Sanchez is a very busy woman. She works at a women's health clinic, where she carries a large caseload of regular therapy clients as well as conducting counseling on medical matters. Aside from her activities as La Gata, she finds time for her social advocacy work, and makes time to be with her lover, Sandra Marx, who works at the same clinic, as a chemical dependency counselor.

Powers/Tactics: La Gata possesses fairly low-level mutant superhuman abilities - regeneration and enhanced senses - on top of speed, agility and acrobatic abilities that rival or exceed those of most Olympic athletes . She also wears clawed gloves which she can use as a weapon, and which allow her to climb most surfaces nearly as quickly as most people can move on the ground. Beyond this, she is a skilled linguist, an expert in stealth and infiltration skills and an exceptional martial artist, with extensive training in muay Thai and modern, competitive (Brazilian-style) jujutsu. Her fighting style is fast, brutal and potentially deadly; it's not at all unusual for her opponents to end up with shattered joints, fractured ribs, broken jaws or serious concussions.

 

La Gata keeps moving during a fight, using leaps, rolls, flips and such to try to disorient her opponents and make herself a more difficult target. When fighting other martial artists, she tends to stick to muay Thai at first, then switch quickly to a jujutsu grapple in attempt at a surprise move. Another favored surprise move option is to flip over an opponent to strike from behind. When she has an opportunity to do so, she will of course use Analyze Style.

Campaign Use: La Gata is very much a street-level hero, heavy on skills, light on powers and fairly low in terms of attack DCs and defenses. Beyond that, her personality, skill set and motivation as a hero lend themselves more to fighting gangs than to fighting would-be world conquerers and mutant mega-villains. She's great at investigation and infiltration and can kick a bunch of drug-dealers around the block, but she's not going to be a lot of help against. a flying, power-armor villain with EB Explosions. Of the other hand, La Gata's street-level contacts and activities give her access to information most superheroes would not be able to get, and she is likely to know about crimes and criminals most superheroes have never heard about.

 

In a typical Champions game, La Gata may be best used as a contrast with more standard heroes, and between street-level concerns and the sorts of flashy crimes and cosmic threats most superheroes fight. The GM might use her to explore issues of crime and justice on a smaller, more personal scale, the different views different levels of society have of law and justice, or the difficulties the impoverished and marginalized members of society face when seeking justice. She can also be used to address the idea that all segments of society want - and have - heroes, and how the definitions of heroism differs between different groups, or to compare and contrast her rather brutal style of street-level justice with more typical super-heroic approaches. Depending on the theme the GM wants to explore, and on the activities and personalities of the PCs, her story role may be to try to open the heroes' eyes to a part of the world they mostly forget about, chide them for not paying enough attention th the suffering inflicted by street-level criminals, or simply as an ally who serves the cause of justice at a different level. In a more street-level campaign, she can serve to represent the "common man" hero, or her style of crime fighting can be compared with other styles (vigilante, black-and-white, law-and-order) personified either by PCs or perhaps by other NPCs such as Redeemer.

 

Alternately, La Gata is point-balanced as a starting character for a campaign based on 200 points + 150 in Disadvantages.

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

El Toro:

 

Again wonderful background, love the whole Mexican masked wrestler bit...

 

Mechanicaly: Consider dropping some manuvers

 

Skill Levels: Some with just his MA instead of as HtH would be worth while

 

No Resistant defences?

Link to comment
Share on other sites

Re: Sharing the Wealth (Nods to Enforcer84)

 

El Toro:

 

Again wonderful background, love the whole Mexican masked wrestler bit...

 

Mechanicaly: Consider dropping some manuvers

 

Skill Levels: Some with just his MA instead of as HtH would be worth while

 

No Resistant defences?

 

I was actually considering dropping a couple maneuvers and making his Physical Damage Reduction Resistant. I see him as a guy who can get hurt easily enough, but who can still take a ton of punishment - physically, at least. In terms of Resistant ED, I was thinking at most I might give him a couple points of ED Damage Resistance, reflecting thick skin and bulky muscle.

 

As is, since Stomp and Head Butt have the same modifiers, only differnt striking surface and hit location, they should be one maneuver (saves 5 points).

 

And yeah, I made a poor choice going for HTH levels rather than Wrestling levels, which would cover 95% of what he's ever going to do, and give +6 levels (vs. 4) while saving two points. If I don't want him to go that far overboard on CV, that would also free up a couple points toward the Resistant DR if I don't want to skimp too much on maneuvers.

 

All sound suggestions. Thank you!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...