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Sharing the Wealth (Nods to Enforcer84)


JeffreyWKramer

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Character #22 - Killing BreezeThis time around, I'm presenting a distinctly street-level/Iron Age character for your perusal and potential enjoyment. As always, feel free to do with her as you wish, and comments are always appreciated. Killing BreezePlayer: NPC (Villain)

Val Char Cost
15 STR 5
26 DEX 48
20 CON 20
15 BODY 10
18 INT 8
17 EGO 14
15 PRE 5
10 COM 0
9 PD 6
9 ED 5
5 SPD 14
7 REC 0
40 END 0
40 STUN 7
7" RUN24" SWIM25" LEAP2Characteristics Cost: 148
Cost Power END
47 Desolidification Powers: Multipower, 95-point reserve, (95 Active Points); all slots OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2)
3u 1) Fatal Phasing: Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (1/2 END; +1/4), +2 Increased STUN Multiplier (+1/2), No Normal Defense (Desolidification Powers, Hardened PD Force Field; +1), Does BODY (+1) (94 Active Points); Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), OIF (Ghost Charm Ring; -1/2), Gestures (-1/4), Requires Small Object(s) Of Opportunity (-1/4) 4
5u 2) Ghostly Form: (Total: 95 Active Cost, 47 Real Cost) Desolidification (affected by Sonic and Force Attacks, Hardened PD Force Fields/Force Walls), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2) (Real Cost: 40) plus Gliding 15" (15 Active Points); OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2), Linked (Desolidification; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 7) 0
13 Spirit Attacks: Multipower, 30-point reserve, all slots 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); all slots OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2), Gestures (-1/4)
1u 1) Ghost Touch: Affects Physical World (+2) for up to 15 Active Points of STR (30 Active Points); OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2), Gestures (-1/4) 0
1u 2) Ghost Blade: Affects Physical World (+2) for up to 15 Active Points of HKA (Knife) (30 Active Points); OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2), Gestures (-1/4) 0
1u 3) Spirit Strike: (Total: 30 Active Cost, 14 Real Cost) Affects Any Form of Desolidification (+1/2), Armor Piercing (+1/2); OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2), Gestures (-1/4) for up to 15 Active Points of STR (7 Active Points) (Real Cost: 7) plus Affects Any Form of Desolidification (+1/2), Armor Piercing (+1/2); OIF (Ghost Charm Ring; -1/2), Only At Night (-1/2), Gestures (-1/4) for up to 15 Active Points of HKA (Knife) (7 Active Points) (Real Cost: 7) 0
15 Deadly Blade: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (Any One Of Several Knives; -1/2) 0
6 Always Alert: +2 PER with all Sense Groups 0
Powers Cost: 92
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 Fast Punch/Elbow Strike/Snap Kick: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
8 +2 HTH Damage Class(es)
Martial Arts Cost: 28
Cost Skill
20 +4 with HTH Combat
7 Acrobatics 16-
3 Acting 12-
3 Breakfall 14-
3 Concealment 13-
3 Disguise 13-
3 KS: Yakuza 13-
4 Language: English (idiomatic)
0 Language: Japanese (idiomatic) (4 Active Points)
3 Lockpicking 14-
4 PS: Gymnastics Instructor 14-
3 Shadowing 13-
3 Streetwise 12-
3 Stealth 14-
5 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Handguns
Skills Cost: 67
Cost Talent
12 Combat Luck (6 PD/6 ED)
3 Lightsleep
Talents Cost: 15
Val Disadvantages
15 Distinctive Features: Yakuza Tattoos On Arms, Shoulders, Back (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Dependent NPC: Mother - Yukiko Kurugawa 11- (Slightly Less Powerful than the PC)
15 Dependent NPC: Son, Age 7 - William Haraguchi 8- (Incompetent)
10 Enraged: If Trapped/Cornered (Uncommon), go 11-, recover 14-
20 Hunted: Ninja Clan 11- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Psychological Limitation: Hatred of Ninja (Common, Strong)
10 Psychological Limitation: Torn By Duty and Desire To Be Done With Crime (Common, Moderate)
10 Psychological Limitation: Vengeful; Will Not Forget If Attacked, Threatened, Insulted, Cheated, etc. (Common, Moderate)
15 Social Limitation: Secret Identity - Akiko Haraguchi (Frequently, Major)
15 Social Limitation: Subject To Orders By/Loyal To Yakuza (Occasionally, Severe)
Disadvantage Points: 150

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

Height: 1.59 m Hair: Black
Weight: 50.00 kg Eyes: Brown
Appearance: Akiko Haraguchi is a very fit, athletic-looking Asian woman with waist-length hair. In her civilian identity, she tends to dress in gymnastics uniforms or casual clothing (always long-sleeved). As Killing Breeze, she wears her hair in a tight braid and dresses in a black silk tunic that is low-cut in front and open in back to reveal her tattoos, loose-fitting grey cotton pants, black boots, black wristbands, a grey sash belt and a grey silk mask that hides her entire face other than her eyes. She visibly wears six knives on her person - one on each wristband, one on each boot and two on her belt, sheathed behind her back. She also wears two knives strapped to her thighs, concealed beneath her pants, and wears two small pouches (typically full of pebbles or coins) on her belt. The jade ghost charm ring is worn on her left hand, where a wedding ring would normally be worn in Western cultures. It glows bright green when she uses any of the superhuman abilities it grants. Personality: Most of the time, Akiko is the loving mother to her son, William. On occasion, she is drawn away from this role and into the guise of Killing Breeze by orders from the higher-ups in the Yakuza, who wish her to obtain something of value, eliminate a traitor or dangerous enemy or protect someone the Yakuza has contracted or vowed to protect. She would much rather confine herself to the role of devoted mother, but she is oath-bound to her father and to the Yakuza. These contrasting purposes cause her a lot of inner turmoil. Akiko is also very bothered by how easily she takes human life when she is Killing Breeze, and what this says about her as a person. Though serene most of the time, her conflicted feelings can easilycause her to erupt in anger, particularly toward ninja and any time she feels trapped or cornered. She also has a pronounced vengeful streak, and she readily dons the Killing Breeze outfit on her own behalf if she or her family has been threatened, harmed or treated with disrespect. Quote:"Now yet again I don this costume and go out into the night, silent and gentle as the night breeze, but with an edge that cuts deeper than even a typhoon's winds. I would rather simply enjoy the night sky and feel the breeze against my skin, but honor and duty force me instead to seek another's life this night."Background: Akiko Kurugawa was her parents' only child. She realized from very early on that her father was disappointed to not have a son, so she worked hard to learn and excel as he taught her how about fighting, weapons, picking locks and other skills she didn't think were typically "girlish", though he explained his teachings as "being sure she could take care of herself and have an edge in the world." It wasn't until she was almost a teenager that she understood that her father knew about such things because he was a gangster, and very involved in the Yakuza.

 

Akiko was a talented gymnast, and won many medals through high school and into college, and upon graduating, she started working as a gymnastics instructor. Her father also started introducing her to young men he knew through his "business activities." While she resisted this at first - she really did not want to marry and have children with a crminal - she found one man particularly charming, Japanese-American David Haruguchi. She was less resistant to getting to know him when she learned that he was not involved in anything violent - he was an accountant who handled finances for her father and many of his business associates - and eventually his natural charm won her over and they married. Akiko and David had a son in a bit over one year, and she was happy with her life... then tragedy struck.

 

On a single night, a group of ninja - hired by "business rivals" struck at several major figures in the local Yakuza. Akiko woke around midnight that night to see a black-clad man stab her husband as he slept. She fought fiercely, surprising and injuring the attacker before he fled, but it was too late for her to save David. An hour later, with her husband dead, she was at the hospital at her father's bedside. He had also been attacked, and though he had killed his two attackers, he'd first been stabbed with poisoned blades and knew he did not have long to live. That is when he told Akiko that he was not only a gangster, but had been a master thief and assassin in the employ of the Yakuza for over thirty years. He told her further that he had been very successful in those duties due to an ancestral item of great magical power - a jade ring that granted supernatural powers to its owner at night, including the ability to walk through walls. As he died, he gave the ring to Akiko and asked her to swear to take his place in the family business - a place that had been passed on to the first son in the famly for five generations.

 

The dutiful daughter, Akiko reluctantly agreed to her father's dying wishes, and she worked with her mother (a competent fighter who had known all her husband's secrets) to learn the secrets of the Ghost Charm ring. She then worked with her father's remaining associates and agreed to work for them and to eliminate the rivals who had launched the attack. After several months of back-and-forth strikes, Akiko achieved that goal, having also killed several of the ninja, including the one who had killed David. During this time, she earned and eventually received the tattoos she now wears, and she has formally taken her father's place in the local Yakuza. Her father had been known, to associates and enemies alike, by the alias Steel Wind, due to his use of blades (steel) and the sensation others feel when one using the Ghost Charm ring passes near or through them (like a light breeze). Akiko took a similar alias, and is now known as Killing Breeze.

Powers/Tactics: Killing Breeze is an exceptional athlete with Olympic-level agility and gymnastic skills and substantial skill in armed and unarmed hand-to-hand combat, but possesses no innate superhuman powers. All of her superhuman abilities are granted by a magical item that has been in her family for generations - the ghost charm ring, a jade ring engraved with Japanese characters. This ring is indestructible and only functions only between sunset and sunrise, and only for one person at a time, and only if the previous owner passed it to a new owner willingly.

 

Via the Ghost Charm ring, Killing Breeze can turn herself immaterial. In this state, she appears as a transparent, ghostly figure and can walk through walls and pass through most substances with ease (she cannot pass through effects specificically defined as "force", or any sort of Force Field or Force Wall with Hardened PD). While in this state, she is also able to glide. For a few minutes a day, she can also render herself able to affect solid opponents while desolid, with either her knives, her martial arts abilities and STR, or (if she has two charges from her Spirit Attacks Multipower simultaneously active) both. (When using both charges, she can use her full STR to do 2d6 HKA with her knife; if she only has the knife "charged", she only does 1d6+1 while using her full STR). Killing Breeze can also give herself the ability to launch devastating attacks against desolid characters and creatures (by martial arts or by knife) while remaining solid herself. Finally, she has developed a particularly devastating attack form - the ability to turn her hand and a relatively small object or handfull of objects (something roughly the size and mass of a knife or a handfull of coins or pebbles) immaterial, thrust her hand and the object(s) inside an opponent, then withdraw her hand, letting the object(s) solidify inside her target to lethal effect. She can only launch this special attack while solid, since it was not purchased with the Affects Physical World Advantage. It does not function against opponents who can turn themselves Desolid or against anyone with a Force Field that provides Hardened PD.

 

The Ghost Charm ring emits a bright green glow when Killing Breeze uses any of its abilities (OIF). In order to activate/use any ability other than turning herself desolid, she must quickly pass her hand and/or weapon back and forth over the ring (Gestures). When "charged" or doing the Fatal Phasing attack, her weapon and/or body emits a pale green glow.

 

Killing Breeze is an intelligent opponent who uses her abilities wisely to achieve surprise or strategic advantage in combat. She often pops through walls, celings and/or floors before attacking, and sometimes attacks while putting only her face and weapon arm through a wall - or even another person - thus receiving benefits of partial concealment (attackers at -2 to -4 OCV). She will not fight dangerous opponents while solid if she can possibly help it.

Campaign Use: Killing Breeze can easily be worked into any adventure or campaign which features the Yakuza as an opponent. She might also be protecting or working for someone on orders from the Yakuza, or seeking vengeance against someone who has wronged her. She could reasonably Hunt a ninja character, or anyone she believes (correctly or not) to have wronged her or threatened her family in some manner. As a Hunted, she has the potential to be extremely dangerous, particularly because her combination of Desolidification and the Affects Physical World Advantage means that she can do harm (and lethal damage at that) to opponents who may not be able to harm her - or even touch her - at all.

 

Although Killing Breeze is point-balanced as a starting hero in a campaign with characters based on 200 points + up to 150 in Disadvantages, her emphasis on lethal attacks and having all of her powers based on a single item makes her a questionable choice as a hero in most campaigns. Should someone want to base a heroic character on her, they may want to change some of her background and Disadvantages (perhaps making her former-Yakuza and now Hunted by the Yakuza, or giving her a more heroic backstory).

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Character #23 - SpiteAnd now for something completely different - a VIPER super-villain who is more than dumb muscle. Combine VIPER intelligence and surveillance training with mad-scientist skills and personality and psionic abilities and you have Spite. She should add fun to any VIPER campaign. As always, feel free to use, alter or ignore her, as you see fit. Comments are always appreciated.Enjoy!SpitePlayer: NPC (Villain)

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
15 BODY 10
23 INT 13
27 EGO 34
20 PRE 10
-2 COM -4
7/15 PD 4
8/16 ED 4
6 SPD 30
7 REC 0
40 END 0
40 STUN 7
6" RUN02" SWIM03" LEAP0Characteristics Cost: 163
Cost Power END
87 Emotion Control: Multipower, 87-point reserve
5u 1) Emotion Manipulation: Mind Control 6d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (72 points; +3/4) (82 Active Points); Only To Alter/Inflict Emotional States (-1/2) 3
9u 2) Feel My Hate!: Ego Attack 7d6, Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3
5u 3) Emotion Sculpting: Major Transform 2d6+1 (Alter, Add Or Remove Enraged/Berserk or Psychological Limitations Related To Emotions, Use Of Similar Power, Deep Hypnotherapy), Works Against EGO, Not Body (+1/4), Improved Target Group - Various Disadvantages (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (87 Active Points); No Range (-1/2), Limited Target Humans (-1/4) 9
31 VL-SIXP2 Laser Pistol (Variant): (Total: 74 Active Cost, 31 Real Cost) Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OAF (Pistol; -1), Beam (-1/4), 2 clips of 8 Charges (-1/4) (Real Cost: 27) plus +1 OCV (5 Active Points); OAF (Pistol; -1) (Real Cost: 2) plus : +1 vs. RMod with Laser Pistol (Real Cost: 1) [8]
13 VIPER Fang: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); OAF (Combat Knife; -1) 0
38 Image Inducer: Shape Shift (Sight and Hearing Groups, Any Humanoid Shape), Imitation, Makeover, Reduced Endurance (0 END; +1/2) (57 Active Points); OIF (Wrist Control Unit For Circutry Integrated Into VIPER Uniform; -1/2) 0
16 VIPER BCU and Helmet: Armor (8 PD/8 ED) (24 Active Points); OIF (VIPER Uniform; -1/2) 0
3 Insulated BCU: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (VIPER Uniform; -1/2) 0
5 Acoustic Shielding: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Helmet; -1/2) 0
5 Flare Shielding: Sight Group Flash Defense (8 points) (8 Active Points); OIF (Helmet; -1/2) 0
10 Mind Shielding: Mental Defense (25 points total) 0
25 Shield Other Minds: +10 Mental Defense (25 points total), Usable Simultaneously (up to 8 people at once; +1) (25 Active Points) 2
8 Anti-Psionic Training: Power Defense (12 points) (12 Active Points); Protects Only INT, EGO, PRE, Mental Defense and Power Defense (-1/2) 0
7 Detect Minds: Detect Minds 14- (Mental Group), Sense 0
5 Emotion Sense: Detect Emotional State 14- (Mental Group), Sense 0
3 Deep Emotion Reading: Detect Emotional Triggers/Disadvantages 14- (Mental Group) (5 Active Points); Not vs. Opponents With Mental Defense (-1/2) 0
10 Psionic Analysis: Discriminatory with Mental Group 0
10 Psionic Analysis: Increased Arc Of Perception (360 Degrees) with Mental Group 0
10 Psionic Analysis: Analyze with Mental Group 0
20 Psionic Analysis: Targeting with Mental Group 0
6 Communications System: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Helmet; -1/2), Limited Power Affected By Sight/Hearing Flash, Along With Radio (-1/2) 0
3 Nightsight System: Nightvision (5 Active Points); OIF (Helmet; -1/2) 0
8 VIPER Wrist Computer: (Total: 14 Active Cost, 8 Real Cost) Absolute Time Sense (3 Active Points); OIF (Wrist Computer; -1/2) (Real Cost: 2) plus Bump Of Direction (3 Active Points); OIF (Wrist Computer; -1/2) (Real Cost: 2) plus Eidetic Memory (5 Active Points); Auditory Only (-1), OIF (Wrist Computer; -1/2) (Real Cost: 2) plus Lightning Calculator (3 Active Points); OIF (Wrist Computer; -1/2) (Real Cost: 2) 0
Powers Cost: 342
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
Martial Arts Cost: 15
Cost Skill
9 +3 with VIPER Blasters
3 Acting 13-
3 Computer Programming 14-
3 Concealment 14-
3 Conversation 13-
3 Disguise 14-
3 Electronics 14-
3 Interrogation 13-
3 Inventor 14-
3 Scholar
2 1) KS: Phobias (3 Active Points) 14-
2 2) KS: Psionic World (3 Active Points) 14-
2 3) KS: Superhuman World (3 Active Points) 14-
3 4) KS: VIPER (4 Active Points) 15-
3 Mechanics 14-
3 Paramedics 14-
3 Persuasion 13-
3 PS: Scientist 14-
4 PS: VIPER Agent 15-
3 Scientist
2 1) SS: Electrical Engineering 14- (3 Active Points)
2 2) SS: Genetic Engineering 14- (3 Active Points)
2 3) SS: Genetics 14- (3 Active Points)
2 4) SS: Neurology 14- (3 Active Points)
3 5) SS: Psionic Engineering 15- (4 Active Points)
2 6) SS: Psychology 14- (3 Active Points)
3 Security Systems 14-
3 Shadowing 14-
3 Stealth 13-
3 Streetwise 13-
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 13-
3 WF: Small Arms, Blades
Skills Cost: 101
Cost Perk
9 Fringe Benefit: Captain, Membership - Adder Division, Science Specialist, Watch/General Inteligence Training, Dragon Branch
Perks Cost: 9
Val Disadvantages
15 Distinctive Features: Extremely Ugly - Enlarged, Bald Head, Bulging Eyes/Veins (Easily Concealed; Extreme Reaction (Revulsion); Detectable By Commonly-Used Senses)
20 Enraged: Berserk If Confronted With Her True Appearance (Uncommon), go 11-, recover 14-
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: VIPER 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Regards Humans Like Lab Rats (Common, Strong)
20 Psychological Limitation: Hatred Of Actual Appearance (Common, Total)
15 Psychological Limitation: Hatred Of Other Mentalists (Common, Strong)
15 Psychological Limitation: Vengeful (Common, Strong)
20 Social Limitation: Subject To Orders - VIPER (Very Frequently, Major)
15 Social Limitation: Dr. Linda Bowers (Frequently, Major)
Disadvantage Points: 165

Base Points: 200Experience Required: 265Total Experience Available: 265Experience Unspent: 0Total Character Cost: 630

Height: 1.75 m Hair: Bald
Weight: 63.00 kg Eyes: Blue
Appearance: Spite normally wears a modified VIPER Elite BCU, black with dark green trim, complete with silver Captain's insignia and Watch Division patch. The helmet is enlarged to fit her enlarged head, but she uses her suit’s holographic image system to make it appear normal and to make it appear she’s 5’10†(as opposed to her actual 5’9†height). She has a very slim build. Beneath the helmet, Spite’s appearance is quite loathsome , due to her pale, pasty-gray skin, bulging eyes and an enlarged head with throbbing veins across the temples and forehead. The grey, veiny appearance extends to her entire body She can appear like just about anyone by using her image inducer, but her most typical appearance is a prettier version of her old self, with shoulder-length, wavy blonde hair and blue eyes.Personality: Spite is a vengeful, evil mad scientist who readily uses humans as lab rats in her twisted, often-fatal experiments. Though she is thus far the only successful recipient of her attempts to grant psionic powers to ordinary humans, this doesn't deter her in the least, and VIPER's leaders regard her own powers as proof enough that her experiments are worthy of continued support.

 

Spite truly despises her own appearance, to the point that she has no mirrors in her quarters and turns off the lights when she is undressed or taking a shower. She goes into a rage if forced to confront her appearance, and she will definitely seek vengeance against anyone who forces that upon her, or who insults her appearance.

Quote:"By and large, humans are petty, small-minded and full of insecurities, fears and dark secrets. That's just as well, though - those factors provide ready means of manipulation, and lots of entertainment value."Background: Linda Bowers was a very bright but rather homely girl, and never very popular. She did well in school and in college, but never got asked out for a date except by the most desperate and inept boys. By the time she received her PhD in psychology (with a specialization in psionics), she'd decided to devote herself to a life of research, but while she was hired by a good firm, she ultimately found the work dissatisfying, largely due to the limitations on the kinds of research she could do on human subjects. A VIPER recruiter trained to watch for skilled but disaffected scientists noticed Linda and noted that VIPER would provide her with unlimited opportunities for research. She accepted readily.

 

Linda did well within VIPER's Adder Division, and in short order she was prepared to attempt a genetic engineering process for giving psionic abilities to normal people. Her first couple subjects had bad reactions and died, and the next managed to break free during the process, and to inject Linda with her own experimental gene therapy serum before he was subdued. The process did give Linda powerful psionic abilities, but it also transformed her into an ugly freak. She was placed in medical confinement for a time, after which she was presented with the image inducer she still uses, as well as a promotion to Dragon Branch. She's risen steadily through VIPER's ranks, but remains primarily a scientist, and she has no interest in being a Nest Leader. She is on reasonably close terms with her current Nest Leader, largely because both are women - something unusual among VIPER higher-ups - and they thus understand the hassles each other have experienced.

Powers/Tactics: Spite has the ability to subtly - or radically - alter a person's emotional state, making the person angry, depressed, fearful, devoted, lustful or whatever else she chooses (see UNTIL SUPERPOWERS DATABASE, pp. 82-83 for guidelines on Emotion Control). She is also able to project her own feelings of hatred and contempt, and her internalized self-loathing, against opponents in the form of an Ego Attack. Finally, she is able to restructure a target's memories, thought patterns and emotional responses in order to produce lasting changes in the person's emotional make-up. These changes can be either subtle (changing how a person feels about someone or some thing) or radical (inflicting severe depression or anger outbursts) and either generalized (making a person timid and anxious) or focused (causing the person to have intense feelings for someone or some thing, or to have specific emotional reactions in specific circumstances).

 

Spite also carries a wide and useful selection of VIPER gear, including her image inducer, with which she can radically alter her appearance and voice, including disguising herself as someone else.

 

Spite prefers to hang back from combat while hiding and/or assuming an unobtrusive appearance and carefully evaluating a situation before attacking. It should be noted that her Emotion Manipulation Power is fully Invisible, even to Mental Senses. She is a skilled marksman and a competent armed or unarmed fighter, but she's really more a thinker than a fighter, and she thus tends to focus more on directing others in combat than on taking part directly. Still, she can use her powers to devastating effect when she feels the need, either by directing them against an opponent, or by using them on others to create distractions or to interfere with opponents.

Campaign Use: Spite is an intelligent and dangerous opponent who can call upon VIPER's substantial resources. She tends to act behind the scenes and more as a coordinator or mission commander than a skirmisher, but she also has intelligence and surveillance training and might well take part in information-gathering and infiltration missions, or as the leader of a group of Dragon Branch's superhuman operatives.

 

Spite works best as a subtle foe who remains largely hidden while making life hell for the heroes. She is quite willing to turn a PC's friends, allies and loved ones against him or her, and to use bystanders as proxies, pawns or even human shields to suit the needs of the moment. She would be an appropriate, but dangerous, Hunted, and is particularly likely to Hunt mentalist heroes or very attractive ones.

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Character #24 - AbyssThe following is a villain I created for my current, high-powered "New Sentinels" campaign, and who might or might not eventually show up in that campaign. Though fairly high in point cost, a lot of this character's points go into buying exotic defenses and adding things necessary for concept, rather than high-cost attacks. As such, the character can serve as part of a group of high-powered villains meant to face high-powered heroes, a solo villain to a single high-powered hero, or as a major and challenging opponent to a group of typical-power heroes. I hope you enjoy him. As always, comments are welcome.AbyssPlayer: NPC (Villain)

Val Char Cost
10 STR 0
23 DEX 39
40 CON 60
15 BODY 10
13 INT 3
23 EGO 26
30 PRE 20
10 COM 0
10 PD 8
10 ED 2
4 SPD 7
10 REC 0
80 END 0
50 STUN 10
6" RUN02" SWIM02" LEAP0Characteristics Cost: 185
Cost Power END
63 Living Abyss: Extra-Dimensional Movement (Single Dimension), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Usable As Attack (+1), Continuous (+1) (95 Active Points); Always On (-1/2) 0
95 Abyssal Powers: Multipower, 95-point reserve
9u 1) Glimpse The Horror: Ego Attack 7 1/2d6 (Human, Animal and Alien classes of minds) (95 Active Points) 9
9u 2) Perceive The Abyss, And Know Fear: Drain PRE 4 1/2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Ranged (+1/2) (90 Active Points) 9
9u 3) Become One With The Abyss: Drain INT, EGO and PRE 2 1/2d6, (+1), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (94 Active Points) 9
7u 4) Edge Of The Abyss: (Total: 93 Active Cost, 72 Real Cost) Change Environment 8" radius, -4 to Sight Group PER Rolls, -2 Temperature Level Adjustment, Multiple Combat Effects, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Range (-1/2) (Real Cost: 33) plus Drain PRE 1d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1 1/2) (30 Active Points) (Real Cost: 30) plus Energy Blast 0 1/2d6, Reduced Endurance (0 END; +1/2), No Normal Defense (LS: Immune To Cold, or Unliving; +1), Area Of Effect (8" Radius; +1 3/4) (13 Active Points); No Range (-1/2) (Real Cost: 9) 2
5u 5) Visitor From The Abyss: Summon 380-point Amoprhous Entity, 16 Charges (+0), Friendly (+1/4) (95 Active Points); Extra Time (Extra Segment, -1/2), Not If Encased In Hardened or Transdimensional-Advantaged Force Field/Force Wall (-1/4) [16]
8u 6) Abyss Form: Desolidification (affected by Dimension and Reality-Warping Powers, Transdimensional, Hardened FF/Force Wall), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points) 0
9u 7) The Abyss Is Everywhere: Teleportation 32", x8 Noncombat, Safe Blind Teleport (+1/4) (92 Active Points) 9
9u 8) The Abyss Is In All Places: Teleportation 19", Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (95 Active Points) 9
9u 9) No Barrier Contains The Abyss: Tunneling 6" through 17 DEF material, Reduced Endurance (0 END; +1/2) (94 Active Points) 0
75 Living Hole: Physical Damage Reduction, Resistant, 75%, Inherent (+1/4) (75 Active Points) 0
75 Living Hole: Energy Damage Reduction, Resistant, 75%, Inherent (+1/4) (75 Active Points) 0
12 The Abyss Cannot Be Destroyed: Damage Resistance (10 PD/10 ED), Inherent (+1/4) (12 Active Points) 0
12 Living Hole: Lack Of Weakness (-10) for Resistant Defenses, Inherent (+1/4) (12 Active Points) 0
56 Unliving Void: Full Life Support, Inherent (+1/4) (56 Active Points) 0
20 Mental Void: Mental Defense (20 points total), Inherent (+1/4) (20 Active Points) 0
25 Living Hole: Power Defense (20 points), Inherent (+1/4) (25 Active Points) 0
23 Nothing Can Destroy The All Which Is The Abyss: Healing 2 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2), Always On (-1/2) 0
59 Other-Dimensional Senses: Spatial Awareness (Unusual Group), +5 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+10 versus Range Modifier), Inherent (+1/4) (59 Active Points) 0
Powers Cost: 589
Cost Skill
15 +5 w/ Ego Attack, PRE Drain and Grab
4 KS: Mysticism/Occult 13-
2 KS: Philosophy 11-
2 KS: Theology and Religion 11-
3 KS: The Abyss 12-
3 Linguist
2 1) Language: Arabic (completely fluent) (3 Active Points)
0 2) Language: English (idiomatic) (4 Active Points)
1 3) Language: German (completely fluent) (3 Active Points)
2 4) Language: Greek (completely fluent) (3 Active Points)
1 5) Language: Latin (completely fluent) (3 Active Points)
1 6) Language: Russian (fluent conversation) (2 Active Points)
1 7) Language: Spanish (completely fluent) (3 Active Points)
Skills Cost: 37
Val Disadvantages
25 Distinctive Features: Living "Hole Into Space" (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
15 Physical Limitation: No Sense Of Touch (All the Time, Slightly Impairing)
20 Physical Limitation: Chronic Amnesia (Almost No Memory Of Past, Great Difficulty Retaining New Information (All the Time, Greatly Impairing)
20 Psychological Limitation: Lacks Motivation To Do Anything But "Spread The Word" (Very Common, Strong)
15 Psychological Limitation: Easily Manipulated By Those Who Offer Opportunity To "Spread The Word" (Common, Strong)
15 Susceptibility: vs. Extradimensional Movement, 3d6 damage Instant (Uncommon)
20 Susceptibility: When Teleported (Other Than By Own Teleport Powers), 3d6 damage Instant (Common)
Disadvantage Points: 170

Base Points: 600Experience Required: 41Total Experience Available: 41Experience Unspent: 0Total Character Cost: 811

Height: 1.80 m Hair: NA
Weight: 85.00 kg Eyes: Red
Appearance: Abyss appears as a hole into an outer space composed of strange stars and cold, stark blackness. It is shaped like an unclothed human male with no apparent features other than a pair of burning red eyes. Abyss' speech sounds mildly distorted, as if heard from a distance.Personality: Abyss firmly believes it knows the cosmic truth about the nature of reality and God. Most of the time it contemplates these topics in solitude, seeking even deeper understanding, and the rest of the time it goes out to teach others what it knows, seeking to educate them by sharing glimpses of the Abyss or letting them experience it first-hand. It seems to care about nothing else but spreading the word, but can sometimes be convinced to go along those who promise it the opportunity to spread the word to many who will listen.

 

Confusingly, the being known as Abyss uses the term "the Abyss" to refer to the Being allegedly responsible for its current condition, that being's extradimensional realm, and itself. It apparently views all three of these things as aspects of one larger concept, and this lack of distinction tends to cause others to have difficulty understanding what it says.

Quote:"At the core of the Universe is God, the uncaring, the empty, the Creator. At the core is the Abyss, the ultimate nonexistence of all things. All is emptiness all is horror. This is the Divine. This the Abyss has learned, and has been tasked to teach. Now, feel my touch and become one with the Nothing that is All. Be at one with the Abyss."Background: The being now called Abyss does not remember very much at all about his past. It isn't certain of its name, though sometimes it says the name "David" sounds familiar. It doesn't remember a thing about its early life, family background, education, etc. It does recall that it used to be a seeker of occult knowledge, and that this is what led to its current state.

 

Abyss recalls that it had located some books of forbidden, arcane lore, and that one of the bits of information to be gleaned from those books had been a ritual for contacting God and viewing God's realm. It recalls trying the ritual and experiencing an overwhelming rush of sensations and information - being one with an unimaginably vast and powerful cosmic being - before recoiling in horror to realize that this cosmic being - which it states with assurrance is the Creator and Master of All Things - cared nothing at all about creation, and had contempt for sentient life. It also saw the realm the Creator called its own, and saw that rather than the heaven many had imagined, this realm was a place of cold darkness, unhealthy starlight and strange, lurking beings of obviously predatory and unnatural manner. Finally, it recalls catching the Being's notice, and being granted his former desire to know and be one with the Divine. It recalls the pain as what had been a human body was infused with power and transformed into a gateway between Earth and the dark, empty realm being/realm (it views the Being and its realm as different aspects of one thing - it could only call The Abyss.

 

Since then - robbed of all but tiny remnants of memory and motivation - the Abyss has wandered this world, bringing word of the truths it has learned about the true nature of reality and the Divine. It spreads word of the Abyss, so that mankind might understand.

 

Whatever the truths behind the Abyss' transformation to its current state - whether some, none or all of what it recalls and believes is true - it is undeniable that it is currently a human-shaped, sentient, mobile gate - a living hole, if you will - to an extradimensional realm that is dark, alien and clearly inimical to human life. This much has been learned during the brief episodes when Abyss has been either captive or cooperative with efforts by L'Institut Thoth and UNTIL scientists to learn more. Sensors sent through to the other side of the gate provided only partial, and very confusing, data (and no sign of the great Being) before they stopped working, and a six-man exploration team sent through simply vanished, never sending back a word.

Powers/Tactics: Abyss is only partially a material being (and even less so, when it chooses), as it is also a sentient, humanoid gate to another dimension. It is extremely difficult to harm Abyss with any attack, as most of the force of an attack is apparently displaced to the other dimension (what effect this has on that place, if any, is unknown), and Abyss appears to heal very rapidly when it is harmed. Moreover, anyone who strikes (or is grabbed by) Abyss in hand-to-hand combat is drawn inside/through to the other dimension. Abyss does not need to eat or breathe and can apparently survive in any environment. It's extradimensional nature makes it highly resistand or immune to most forms of damage, including mental attacks. Abyss is able to become entirely immaterial, create a man-shaped tunnel through matter by simply walking through it and letting the matter be drawn through to the other dimension, and instantly transport itself virtually anywhere it chooses in the world. It also has a variety of abilities it uses in attempt to teach others about the Abyss. These include the ability to grant others psychic glimpses of the Being/Other Side, the sensation of what it feels to be like on the Other Side (which tends to leave the recipients shaken and tending toward panic) or a deeper knowledge of what oneness with the Abyss is like (apparently very confusing and disturbing, as this tends to leave the recipient insensate and catatonic for long periods of time); letting a bit of the Abyss through into this world so others can directly experience a taste of what it is like (cold, dark, gloomy and profoundly disturbing); and, probably most disturbingly, allowing creatures from the other side of the gate cross over into this world. These creatures are horrific, elephant-sized, ever-changing masses of tentacles, eyestalks and gaping maws that appear to be on friendly terms with Abyss, but viciously attack other life forms. These extradimensional entities do not appear to be intelligent by human standards, but are extremely dangerous, attacking by spitting globs of acid, extending crushing pseudopods, raking opponents with numerous clawed tentacles or stretching a huge, lamprey-like mouth forward on a fleshy "neck" to clamp on and devour prey. The creatures can float through the air, run quickly or make prodigious leaps, and they are composed of some sort of unearthly matter that is highly resistant to conventional force but relatively vulnerable to magic. They tend to cause a great deal of damage in a short amount of time, but are apparently not able to survive for very long in this part of reality.

 

Abyss doesn't favor any obvious combat strategy, and indeed, it seems completely unmotivated toward combat, being interested instead in using its abilities to find and teach others its strange, confusing, disturbing message. If faced with serious opposition, it may simply leave, or it may attempt to forcibly teach its lessons by sending the attackers to the Other Side.

Campaign Use: Abyss is more a low-scale cosmic entity or a force of (un)nature than a typical villain. It may be encountered on its mission, or more conventional villains may manipulate it into spreading chaos, creating a distraction or fighting opponents. Abyss isn't prone to Hunt anyone, as this would require sustained effort and memory capacity that it does not reliably possess.

 

The GM may also want to fill in backstory details regarding Abyss' origins. Perhaps when it was a human being, it was associated with some mystic organization - evil (DEMON or the Circle of the Scarlet Moon, perhaps), or othewise. If so, this organization may wish to gain control over Abyss in order to study it and/or utilize its abilities.

The dimension to which Abyss serves as a portal has intentionally been left undefined, so the GM can detail it as he or she wishes and more easily fit it into a given campaign. As described here, this dimension is not some aspect of Hell/the Netherworld, nor does it quite correspond with the Shining Darkness of the Qliphothic Entities (though it could easily be some aspect of that dimension, or a neighboring realm). By default, this dimension should be a vast, cold, dangerous place full of bizarre and hostile creatures, non-Euclidian geometry and other Lovecraftian elements. Abyss' powers suggest this dimension inflicts persistent cold damage and PRE Drain, but feel free to alter this if necessary for a good adventure and/or to not make Abyss' Extradimensional Damage Shield into a lingering but inevitable doom. The GM may use Abyss as an opportunity to do an "extradimensional excursion" scenario, but if this is not desired, perhaps those on the other side can get back to Earth by finding a portal back through Abyss - either via unusual senses, or perhaps simply via concerted effort and/or good fortune.

 

Note that despite its point cost and the level of its defenses, the relatively low point-cost or temporary nature of the damage it inflicts means Abyss could well be a good (if challenging) villain for typical, starting-level/low-XP superheroic characters, assuming they play smart and try to use strategy, planning and technical skills rather than just brute force. The GM might want to remove the Delayed Return Rate for the "Become One With The Abyss" Drain, in that case.

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Character #25 - FrenzyToday's super-powered miscreant is another character I adapted from an old campaign, significantly boosting his power level for possible use in my current "New Sentinels" campaign. Frenzy is a psychotic and lethal quasi-speedster/martial artist. His personality and potential lethality powerset makes him most appropriate for more "Iron Age" style campaigns.If people find him interesting, I'd be glad to do a write-up of a lower-powered version - let me know. FrenzyPlayer: NPC-Villain

Val Char Cost
20 STR 10
38 DEX 84
30 CON 40
15 BODY 10
8 INT -2
10 EGO 0
25 PRE 15
6 COM -2
10/16 PD 6
10/16 ED 4
12 SPD 72
12 REC 4
60 END 0
55 STUN 15
15"/21" RUN02" SWIM04"/8" LEAP0Characteristics Cost: 256
Cost Power END
170 Whirlwind Attack: Multipower, 170-point reserve
10u 1) Flurry of Blows: (Total: 170 Active Cost, 99 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1), Area Of Effect (2" radius; +3/4), Selective (+1/4), Autofire (3 shots; +1 1/4) (85 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 57) plus Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1), Area Of Effect (2" radius; +3/4), Selective (+1/4), Autofire (3 shots; +1 1/4) (85 Active Points); Hand-To-Hand Attack (-1/2), OIF (Weapon of Opportunity; -1/2) (Real Cost: 42) 0
7u 2) Bladestorm: (Total: 170 Active Cost, 75 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6, Reduced Endurance (0 END; +1), Area Of Effect (2" radius; +3/4), Selective (+1/4), Autofire (3 shots; +1 1/4) (170 Active Points); OIF (Weapon of Opportunity; -1/2), No STR Bonus (-1/2), -1 Decreased STUN Multiplier (-1/4) (Real Cost: 75) 0
6u 3) Tornado Attack: Killing Attack - Ranged 1 1/2d6, Penetrating (+1/2), Reduced Endurance (0 END; +1), Autofire (3 shots; +1 1/4), Area Of Effect (14" Radius; +1 1/4), Selective (+1/4) (131 Active Points); No Range (-1/2), OIF (Small Objects Of Opportunity; -1/2), -1 Decreased STUN Multiplier (-1/4) 0
1u 4) Faster Than A Bullet: Missile Deflection (Bullets & Shrapnel) (15 Active Points) 0
10 Maniacal Strength: +20 STR (20 Active Points); (Only to Escape Grabs/Entangles; -1) 2
5 Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR
13 Near Miss: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only vs. Attacks Frenzy Is Aware Of, Only If He Can Move Freely (-1 1/4) 0
27 Roll With The Impact: Physical Damage Reduction, Resistant, 75% (60 Active Points); Only vs. Attacks Frenzy Is Aware Of, Only If He Can Move Freely (-1 1/4) 0
5 Mental Chaos: Mental Defense (7 points total) 0
12 Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Always On (-1/2), Self Only (-1/2) 0
22 Uncanny Swiftness: Running +9" (15"/21" total), Reduced Endurance (1/2 END; +1/4) (22 Active Points) 1
12 Wuxia Speed!: Running +6" (15"/21" total), Reduced Endurance (0 END; +1/2) (18 Active Points); Requires An Acrobatics Roll (-1/2)
2 Bouncing Off Walls: Leaping +4" (4"/8" forward, 2"/4" upward) (4 Active Points); Only If Near Appropriate Surfaces (-1/2), Requires A Skill Roll (Acrobatics; -1/2) 1
Powers Cost: 302
Cost Skill
20 +4 with DCV
10 +2 with HTH Combat
3 Acrobatics 17-
5 Analyze: Style 12-
3 Breakfall 17-
3 Climbing 17-
3 Concealment 11-
3 Contortionist 17-
10 Defense Maneuver I-IV
3 Lockpicking 17-
3 Shadowing 11-
3 Stealth 17-
3 Streetwise 14-
4 KS: Martial Arts 13-
4 KS: Martial Arts Movies 13-
3 PS: Juggling 17-
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 87
Cost Talent
9 Ambidexterity (no Off Hand penalty)
12 Combat Luck (6 PD/6 ED)
4 Double Jointed
Talents Cost: 25
Val Disadvantages
15 Distinctive Features: Hyperactive, Fidgety, Abnormally Fast Movements and Speech (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Scarred Face, Mismatched Facial Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Tattooed Hands, Fingers Spell "RUDE DUDE" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
0 Distinctive Features: Abnormal Vitals/Metabolism (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests)
30 Enraged: Berserk When Restrained (Common), go 11-, recover 11-
15 Hunted: Raven 8- (As Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Police/Law Enforcement Nationwide 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Psychological Limitation: Does Not Plan/Stop To Think (Common, Strong)
15 Psychological Limitation: Sadistic - Enjoys Inflicting Pain/Killing (Common, Strong)
0 Psychological Limitation: Pathological Liar (Common, Strong)
20 Reputation: Superhuman Serial Rapist/Murderer, 14- (Extreme)
15 Social Limitation: Public Identity - James Willis "Jimmy" Watson (Frequently, Major)
20 Vulnerability: 2 x STUN Drugs/Poisons (Common)
Disadvantage Points: 220

Base Points: 450Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 670

Height: 1.84 m Hair: Red
Weight: 87.00 kg Eyes: Green
Appearance: Frenzy has a wiry, muscular build, bright green eyes, and a badly scarred face with somewhat mismatched features. His bright red hair is long and shaggy, looking somewhat like a mane, and he tends to dress in very simple (often ragged) clothing such as athletic shorts and baggy t-shirts. His hands are tattooed with one letter on each finger, so that when he holds both fists forward the tattoos read "RUDE DUDE." He talks very quickly and laughs a lot, though with malice more than humor. Frenzy is never still unless sedated or preparing to spring to the attack; otherwise he constantly paces, fidgets, drums his fingers, shadowboxes, juggles or otherwise keeps active. Though he can use virtually any hard or sharp object as a weapon, when possible he likes to carry and use weapons such as nunchaku, clubs, knives or scalpels.Personality: Frenzy is completely motivated by a primal instincts and urges combined with sheer sadism. He does what he wants when he wants and will hurt anyone who gets in his way - or just because he wants to. He has essentially no impulse control, and while his history suggests he was a psychopath even before he gained his powers, he is now essentially unable to control his behavior, should he even wish to do so. He isn't particularly smart, but he's not a complete idiot, either. He may not be a great thinker, but like any predator, he is well aware of the value of a surprise attack and is capable of lying in ambush or stalking an intended target while waiting for the right time to strike.Quote:"That's the way, uh huh uh huh, gonna rock ya like a hurricane, rock rock 'til you drop, oh yeah, bay-bee! My kung-fu is stronger than yours!" Background: Jimmy Watson was an inattentive, defiant bully as a child, and his behavior didn't change much as he reached young adulthood. By age 20 he'd spent a total of five years incarcerated due to burglary, fraud and assault. Everyone expected he'd spend a lot more time behind bars and probably end up dead at an early age, so nobody noticed when he suddenly disappeared for several years. Nobody expected him to turn out as bad as he did, though.

 

Referring to himself as "Frenzy, The Ultimate Badass Supervillain," Watson committed a series of crimes that included 23 murders ranging across five states and one Canadian province. Many of his victims were raped before before being killed, and many of the murders were extremely gruesome. His most infamous crime was the murder of the superheroine Microwave, who he sexually assaulted and cannibalized while strangling her to death. Asked why he'd committed his depraved crimes, his only reply was, "Felt like it."

 

Frenzy was eventually brought to justice by the mysterious vigilante known as Raven. Raven shot Frenzy through both shoulders and both knees, then, noticing how quickly he healed, mashed his face halfway through a chain link fence and held him there, unconscious, until his facial wounds healed around the fence. PRIMUS agents found him in that state, and while surgery and his natural metabolism healed the gunshot wounds, his face has never recovered.

 

Nobody, except perhaps Frenzy, knows where or how he obtained his powers. He has claimed variably that they are the result of CIA experiments, VIPER super-augmentation processes, alien gene manipulation, Chinese wizardry and "a gift from the gods of kung-fu," but there is no evidence to back any of these claims, and nobody is sure how much credence to give to any of Frenzy's statements, given that he is a habitual liar. What is known is that his powers do not appear to be the result of a mutation or any known biomanipulation process, and that he exhibits a number of metabolic and biochemical irregularities. All his vital signs and metabolic measures are off the chart, and examinations of his blood and spinal fluid show that his body naturally creates extremely high levels of adrenaline and chemicals closely resembling methamphetamine. These factors cause Frenzy to suffer from an incredible degree of disinhibition, inattentiveness and lack of impulse control. Imagine an angry, horny chimp with ADHD on crack and you have some idea what Frenzy's thought processes are like. Due to these impairments, Frenzy's attorneys successfully argued he was unfit to stand trial, and he was committed to indefinite incarceration in a secure psychiatric unit.

Powers/Tactics: Frenzy is something of a speedster/martial artist hybrid. He is unbelievably fast and agile even by superhuman standards, but while he can move much more quickly than most superhumans, his powers tend more toward super-fast HTH combat than megavelocity running and typical speedster tricks. That's not to say Frenzy might not eventually develop such tricks, but at this point Frenzy's MO is to hit everyone in reach several times within a second.

 

Frenzy is a skilled martial artist with substantial knowledge of various fighting arts, but his abilities so surpass normal martial arts maneuvers that they are represented by Powers and Combat Skill Levels. The GM should feel free to describe Frenzy's attacks as super-fast martial arts maneuvers, but his fighting style is diverse and unorthadox enough to defy characterization via Analyze Style. Frenzy's Whirlwind Attack Multipower reflects a combination of fighting skill and blinding speed that allows him to use virtually anything as a weapon and do much more damage than would normally be possible - much like tornado-force winds can drive objects through thick wood. His Bladestorm attack depends on his using an item that is at least somewhat sharp; he can do his Flurry of Blows barehanded but is much more effective when wielding an appropriate weapon or blunt object. His Tornado Attack allows him to launch a super-fast barrage of small objects at anyone or everyone within his immediate area, but is dependent upon him having small objects of opportunity present - common choices include coins, pebbles, jacks and playing cards.

 

Frenzy is able to react quickly enough to deflect projectiles (even bullets) and to roll with the impact of any sort of attack he sees coming, and he can combine his fast movement with acrobatic maneuvers to propel himself quickly across distances, or even briefly up walls, trees, telephone poles and the like.

 

Frenzy's altered metabolism makes him vulnerable to drugs and toxins of all sorts.

Campaign Use: Frenzy is meant to be a frightening, dangerous and potentially lethal opponent for most heroes. He has fairly few combat options, but his attacks are large enough that he should be able to do at least a bit of damage to almost anyone he hits. His reputation and personality also make him the sort of character heroes will feel especially good about putting behind bars.

 

To make Frenzy less powerful, get rid of some of his Combat Skill Levels with HTH and DCV, reduce his DEX and SPD, or remove some of the Advantages (particularly Autofire) from his attacks. He can be toned down quite a bit and still be quite dangerous. To make him more dangerous, up the number of "shots" in his Autofire attacks, add Penetrating to them, or increase his Area of Effect of his HTH attacks, to reflect him being able to rush around an area and attack many opponents in a short space of time.

 

Frenzy is not likely to Hunt anyone on an ongoing basis. He won't hesitate to go after anyone who angers him or gets in his way, but he simply doesn't have the attention span to dedicate himself to any long-term goal.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Frenzy - Cool character, well written and well put together.

 

One thought: Restrainable is only worth -1/2, and Must Be Aware of Attack is (iirc) only -1/2 as well. The final -1/4 in Combat Luck is from Luck Based. You might want to add a note to that effect to the Damage Reduction.

 

 

Abyss - Great Chthonic horror, well done. :) Good thing he has that Teleport, otherwise with that Always On Damage Shield the Abyss would quickly fill up with doorknobs...

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Frenzy - Cool character, well written and well put together.

 

One thought: Restrainable is only worth -1/2, and Must Be Aware of Attack is (iirc) only -1/2 as well. The final -1/4 in Combat Luck is from Luck Based. You might want to add a note to that effect to the Damage Reduction.

 

Yep, you're right. I don't know what brain fart I had while assigning those values, as the value should have been -1. Redoing those two Powers with Restrainable and Only vs. Attacks Frenzy Is Aware Of (each at -1/2) bumps up the Energy DR by two points and the Physical DR by 3, for a total increase of five points.

 

Thanks for the sharp eye. The corrected file for Frenzy is included.

 

Abyss - Great Chthonic horror, well done. :) Good thing he has that Teleport, otherwise with that Always On Damage Shield the Abyss would quickly fill up with doorknobs...

 

Heh! Thanks. :) I rather like him too, though I'm not sure he's going to see play in my campaign any time soon.

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Character #26 - The Hand of DoomThe next character is a 5E write-up of one of the first five villains I ever made up for my first Champions campaign, back in 1983. He showed up in most of the campaigns I ran between then and the start of my current NEW SENTINELS campaign, and in that time has easily faced off against 80 or 90 different PC heroes at one time or another - and while he's almost always gotten his head handed to him, the players generally rated him among the favorite, more memorable of the minor villains (or maybe they just liked him because he was sort of a pushover). In any case, while he is presented here as a standard-points, 5E starting character, he's pretty much where he got through all those years of use in campaigns (his 4E analogue had racked up a total of 356 character points, 106 of those XP), this guy has a lot of history behind him. Hopefully some of you will use and enjoy him, too.The Hand of DoomPlayer: NPC (Villain)

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
15 BODY 10
10 INT 0
14 EGO 8
20 PRE 10
10 COM 0
16/24 PD 7
16/24 ED 7
4 SPD 10
6 REC 0
30 END 0
45 STUN 14
7" RUN22" SWIM03" LEAP0Characteristics Cost: 113
Cost Power END
66 Disintegrating Touch: Killing Attack - Hand-To-Hand 2d6, Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), +2 Increased STUN Multiplier (+1/2), Does BODY (+1), Attack Versus Limited Defense (ED Force Field; +1 1/2) (165 Active Points); Always On (-1/2), No STR Bonus (-1/2), Restrainable (By Grabs Or Special Methods (Not Entangles); -1/4), No Knockback (-1/4) 0
43 Magical Darkness: Darkness to Sight Group 7" radius, 1 Continuing Fuel Charge lasting 1 Hour (+0), Personal Immunity (+1/4) (87 Active Points); No Range (-1/2), OIF (Magical Cloak; -1/2) [1 cc]
2 Hard On The Hardware: Dispel Mechanical/Electronic Devices 1 point, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Penetrating (x2; +1), Invisible Power Effects (Fully Invisible; +1), All Mechanical/Electronic Powers Simultaneously (+2), Cumulative (256 points; +2 1/2) (9 Active Points); Gradual Effect (1 Hour; -1 1/4), Always On (-1/2), No Range (-1/2), Visible To Detect Magic (-1/4) 0
22 Altered Body: Armor (6 PD/6 ED), Inherent (+1/4) (22 Active Points) 0
11 Armored Suit: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (Partial Body Armor - Breastplate, Helmet, Greaves, Shoulder Armor, Bracers; -1/2) 0
12 Altered Body: Power Defense (10 points), Inherent (+1/4) (12 Active Points) 0
10 Magic Eyes: +4 PER with Sight Group, Inherent (+1/4) (10 Active Points) 0
4 Magic Sight: Detect Magic (Sight Group) 11- (Sight Group), Inherent (+1/4) (4 Active Points) 0
6 Magic Eyes: Nightvision, Inherent (+1/4) (6 Active Points) 0
12 Magic Eyes: N-Ray Perception (Not Through Magic) (Sight Group), Inherent (+1/4) (12 Active Points) 0
Powers Cost: 188
Cost Skill
10 +5 with Disintegrating Touch
5 Concealment 12-
2 Gambling (Sports Betting) 11-
3 KS: Baseball 12-
2 KS: Mystic World 11-
5 KS: Superhuman World 14-
3 KS: Underworld Figures 12-
3 Stealth 13-
7 Streetwise 15-
1 WF: Handguns
Skills Cost: 41
Cost Perk
5 Contact: Matter Man (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-
3 Contact: A Good Fence (Good relationship with Contact) 11-
Perks Cost: 8
Val Disadvantages
20 Distinctive Features: Right Hand Constantly Radiates Green Energy (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Enraged: Taunted/Humiliated (Uncommon), go 11-, recover 11-
15 Hunted: Captain Action 8- (Mo Pow, Capture)
15 Physical Limitation: Can't Perform Common, Daily Two-Handed Tasks On Own (Frequently, Greatly Impairing)
5 Physical Limitation: Altered Physiology, Damage-Resistant Flesh (-10 to Medical Skill Checks To Heal/Help Him) (Infrequently, Slightly Impairing)
15 Psychological Limitation: Likes To Take Time To Terrify Opponents (Common, Strong)
15 Psychological Limitation: No Qualms About Using Lethal Force (Common, Strong)
20 Reputation: Deadly But Dumb Thug Supervillain, Has Been Beaten Up By Kids, 14- (Extreme)
15 Susceptibility: Unfamiliar Magical Auras/ Energy Fields, 2d6 damage per Turn (Uncommon)
10 Susceptibility: Magical Entangles/Energy Attacks, 1d6 damage Instant (Common)
5 Susceptibility: If Affected By A Drain/Transfer Of Personal Characteristics, 1d6 damage Instant (Uncommon)
Disadvantage Points: 150

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

Height: 1.90 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Karl Skelly is a tall man of solid build in his late 30s, who wears his sandy-brown hair in a buzz cut. As the Hand of Doom, he wears shiny, steel greaves, breastplate, bracers, shoulder armor and head covering over a black bodysuit and boots, all of it topped by a black, hooded cloak that firmly attaches to the breastplate at the collarbones. He hides his features with a death's head mask. He wears a black glove on his left hand, while his deadly right hand is uncovered and constantly emits a ghastly, green glow.Personality: The Hand of Doom is not a very happy person. Although he possesses an extremely powerful superhuman ability, this same ability has made it impossible for him to have anything even aproximating a normal life. After all, it's pretty much impossible to mingle with the general public when you have a hand that constantly pulses with a sickly, green glow and disintegrates anything you touch, and that last part - disintegrating anything he touches - has understandably made romance pretty much a non-option. Beyond that, he's never really accomplished much other than being a punching bag, he's usually quickly blown whatever money he makes on sports gambling, and his former super-villain identity is now synonymous with "gets beaten up by kids." He knows he's not the sort of big thinker that's really going to gain great power or wealth, but at this point he'd settle for some respect, and he plans to earn it by making himself someone people fear. Quote:"Dark an' death, *that's* what I'm all about. You can't see where I am, but I can see you... and da Hand a' Doom can kill with just a touch! But no more talk. It's time ta show ya."Background: Karl Skelly had already become a habitual criminal by his early teens, and by the time he was a young adult, he found himself working as a low-level hoodlum for various gangsters, schemers and low-level crime organizations. Eventually he found himself in the employ of the fledgling master villain known as Matter Man, a scientific genius with alchemy-based matter transmutation powers. At this early point in his career, Matter Man was still working on mastering his powers, and he often did further alchemy experiments and dabbled in other areas of magic in search of ways to increase his personal power. Skelly was in Matter Man's laboratory when one of these experiments - an attempt to build a magitech device capable of harnessing the energies of primal chaos and entropy - went very wrong. Skelly was bathed in strange energies, and when one bolt of energy flashed out from the experimental device, he shielded his face with his right hand and felt the energy surge into that hand.

 

It turned out that the experiment had been a partial success, in that these strange energies transformed Skelly's hand, investing it with a deadly power capable of breaking down any sort of matter by simply touching it. Matter Man saw the obvious potential of such a power and asked Skelly if he was ready to graduate from being a goon-for-hire to the big-time world of costumed villain... and thus Skelly started his career as the fearsome costumed criminal... Death Hand!

 

In truth, Skelly remained more or less a goon-for-hire, albeit a costumed one. Neither bright nor ambitious enough to come up with any meaningful schemes of his own, he has mostly worked as an underling, minion or stooge for more powerful villains with bigger ideas - people like Holocaust, the now-deceased Professor Muerte and, most often, Matter Man. Matter Man has broken him out of jail a few times, helped him obtain equipment upgrades and overall treated him pretty well, even if this has meant Skelly has taken a lot of beatings from some of Matter Man's enemies, such as the super-speedster, Captain Action.

 

As Death Hand, Skelly never received much respect. Despite his menacing demeanor and his ability to inflict lethal damage with the merest touch, his lack of strategic acumen has generally resulted in superheroes trouncing him fairly easily. The nadir of his super-villain career occurred three years ago, when a group of super-powered teens from the Ravenswood Academy countered his attempt to steal some samples of meteorites, moon rocks and rare, alien materials from a museum exhibit, forcing him to flee empty-handed. A bystander caught much of this altercation on video camera, and that footage – in which the young heroes can be heard tauntingly referring to Death Hand as “Mister Hand†– ended up receiving a lot of national media exposure. He hopes to redeem his image with a change of name – he believes Hand of Doom sounds impressively menacing – and the recent addition of a magical darkness cloak to his arsenal.

Powers/Tactics: The Hand of Doom’s most impressive – and potentially lethal – ability is centered literally in his right hand. The accident that gave him his powers infused his hand with the primal energies of chaos and entropy. In simple terms, with just a touch of his hand, he can easily disintegrate physical matter by negating the atomic bonds that hold it together. He can literally push his hand into or through a steel vault door – or a living being – as easily as he passes it through the air, or cause a large amount of matter to disintegrate into inert dust. This is, obviously, extremely damaging and potentially lethal to any physical being he touches. This effect can be partially or entirely negated by energy fields sufficiently powerful to repel physical force – or by surrounding his hand with such a field - and the Hand of Doom is immune to his own disintegrating touch, but the only other forces or substances thus far found to be resistant to the effect are a few rare and powerful, permanently-enchanted magical items.

 

The entropic energies and chaos magic which power the Hand of Doom’s lethal right hand have transformed the rest of his body over time. His flesh has gradually become highly resistant to damage and attack forms targeting his life energies, and he has also developed some magically-enhanced senses, including the ability to see through in the dark, through physical objects and energy fields (other than magical ones), and the ability to see magical auras. The entropic energy in his body also emits a constant, invisible energy field which causes mechanical and electronic devices on his person or in his immediate physical proximity to break down. Guns malfunction or jam, computers experience complete power or hard drive failure, and electronic items either break or simply stop working – all for no apparent reason. This means the Hand of Doom cannot rely on any technological items with circuitry or moving parts, (i.e., anything more complex than simple, crafted items), either mundane – watches and TV remotes generally don’t last more than a few hours – or super-tech in nature. However, it also means that technological items meant to restrain him and/or his powers (whether high-tech power-neutralizing cuffs or cutting-edge force field devices) do not function long at all against him. The Hand of Doom tries to keep this ability a secret, since it provides him with an edge that can help him escape custody when captured, and so far it is not recognized by law enforcement officials (though it can be viewed and analyzed by senses which specifically detect magic), but most of the time the Hand of Doom simply finds it an annoyance.

As magical energies have gradually transformed and completely integrated themselves into his body, all of the Hand of Doom’s superhuman abilities have become an inherent part of him. These abilities cannot be drained, suppressed or dispelled.

 

In addition to his inherent super-human abilities, the Hand of Doom wears a suit alchemically-enhanced, metallic body armor to bolster his personal defenses, and he recently obtained a magical cloak that allows him to project fields of intense darkness around his body that he can see through but which otherwise blocks all but the most unusual metahuman and magical forms of sight. In the past he used to use smoke devices to produce a similar effect, but this strategy became unworkable when the chaos energies in his body started causing tech breakdown, as described above. Unfortunately, the same magic energies also make it difficult for him to utilize magical items, as this magical reacts poorly to unfamiliar magic, effectively giving Skelly a "magic allergic" to magical devices he has not handled often, and to other unfamiliar magical auras, including most magical attacks.

 

The Hand of Doom is not a very skilled hand-to-hand fighter, and he possesses only the most rudimentary understanding of basic combat strategy. His strategy mostly comes down to blind his opponents then touch them with his deadly Hand. When possible, he tries to utilize stealth and surprise and attack under cover of darkness, counting on those factors to render his foes helpless, but he also likes to frighten opponents rather than simply eliminating them - and since this often includes verbal threats and taunts, opponents who cannot see him often end up defeating him by targeting his voice.

Campaign Use: The Hand of Doom is a potentially dangerous but defeatable opponent for starting-level heroes. While he's not the world's most competent fighter, he can be lethal if he gets in a good shot, and - especially if the heroes know tht ahead of time via his Reputation or him demonstrating - that should be enough to make heroes think about fighting cautiously. He makes an excellent choice of flunky for a lower-level mastermind villain, or a good choice for a team of hired supervillain mucle, assassins or horrific villains.

 

To make the Hand of Doom less lethal, tone down the size of his HKA or switch the Advantages on the attack to something that does not completely ignore most defenses (Armor Piercing, for example. To make him more dangerous, up his SPD by a point or two, give him a couple more Combat Skill Levels, or perhaps give him the ability to make his Disintegrating Touch into a RKA with an Activation Roll, high END cost, Extra Time requirement or usable only a couple of times per day. The GM should be cautious about increasing the size of the Hand of Doom's KA unless most of the characters in the campaign are very powerful and/or are hard to engage in HTH combat, or unless the GM is wanting to encourage an Iron Age campaign with high risk of disabling or fatal injuries. At very least, if the GM puts the heroes up against a villain with a very high-powered, very lethal attack few of them have any defense against, he or she shouldn't be too surprised if the heroes decide to respond with lethal force of their own.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Machete:

 

Okay, first of all I found the background well executed but a little predictable. I can see him being a good second string villain, not of any note when he shows up story wise, but a good foe to pit against the heroes.

 

Mechanicaly: Hate the x2: 5 point rule, personal thing

Martial Arts: Maybe take off some moves and pick up some more skill levels?

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Machete:

 

Okay, first of all I found the background well executed but a little predictable. I can see him being a good second string villain, not of any note when he shows up story wise, but a good foe to pit against the heroes.

 

Yeah, at most he'd be notable for being fairly dangerous within a limited realm, rather than for a great personality or entirely distinctive motif. I wanted him to be an effective and respectable minion-class villain

 

Martial Arts: Maybe take off some moves and pick up some more skill levels?

 

I thought about that, and I would definitely cut out a few maneuvers and add skill levels if either a) he was intended as a PC or more of a tier-one villain, or B) I was going for a more deadly/Iron Age feel. As is, given that he already does respectable killing damage (especially if one factors in 2WF) and that I really don't favor super-KA characters, I made a design situation here to make Machete more versatile, via maneuvers, rather than designing him to pretty much always hit.

 

As always, your commentary is appreciated.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Hand of Doom:

Origin: This is very good. Nothing like the hapless thug looking to be taken seriously. I can also just imagine the poor schlub, living in an empty apartment, no electricity, no TV, no fridge ... as he can't hide the hand to eat out or shop, I'm guessing that he has to partner with super villains constantly just to make sure that someone buys him meals. He must live on canned food heated over a butane camp stove, and sleep with his arm in a sling to avoid falling through the floor. No wonder he's evil. :D

 

Problem: That dispelling effect will only work if his hand is actually in contact with an object for many, many hours. You need to make it AOE:1 Hex, and maybe double the size from there.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Problem: That dispelling effect will only work if his hand is actually in contact with an object for many' date=' many hours. You need to make it AOE:1 Hex, and maybe double the size from there.[/quote']

 

Well, actually, as defined the dispelling effect does not emnate specifically from the hand, but from his whole body, and while it won't have any effect in combat-time scale, it was actually designed to take a fairly long time to take effect, and as more as a mixed blessing/curse power - it has the sorts of effects you noted, and keeps him from being able to rely on even the most simple personal devices that you and I take for granted (he can't wear a watch, or even keep a mechanical pencil on his person, and he's lucky if his new La-Z-Boy chair lasts through a football game), but it also explains how that force-field generator keeping his hand in check happened to burn out, thus allowing him to escape.

 

But yeah, if one wanted it to have a larger-proximity effect - as opposed to just impacting things on his immediate person - it would have to be bought AoE. The way you suggest it would be a logical extension of his power, and a reasonable way the present build might change with time/experience.

 

I'm glad you liked him.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Ah. Sorry' date=' didn't catch that.[/quote']

 

Eh, no problem. It's easy to assume all the parts of a character with an obvious theme are hooked in the same way.

 

Just the other day I was rereading some of the CKC characters and noticed a few details in the write-ups I'd either never noticed before, or had completely forgotten.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Eh, no problem. It's easy to assume all the parts of a character with an obvious theme are hooked in the same way.

 

Just the other day I was rereading some of the CKC characters and noticed a few details in the write-ups I'd either never noticed before, or had completely forgotten.

 

Any examples??

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Character #27 - RevenantRevenant started life as an NPC hero in my old Champions campaigns, someone the PCs sometimes encountered as an ally but also sometimes fought, due to Revenant's particular take on justice and means of dispensing same. One occasional player in the campaign liked Revenant enough that he adopted him as a PC for several memorable appearances that helped expand his personality beyond the stereotypical "grim avenging spirit" - most importantly, by giving him a sense of humor.He's definitely not your typical Silver Age sort of character; rather, he draws inspiration from early Golden Age characters like the Spectre, Bronze Age horror heroes such as the Demon and various Marvel Comics monster/antihero characters like Ghost Rider and the Son of Satan, and Iron Age supernatural characters like the Crow and Spawn. The character notes include some ideas for incorporating him into a campaign set in the official Champions Universe; these ideas were inspired by FenrisUlf's "Vengeance For Millennium City" thread. This type of character isn't everyone's cup of tea, but for better or worse, there is a long tradition of similar comics characters, and I hope some find him interesting. As always, comments are appreciated, and quite welcome. RevenantPlayer: NPC (Hero)

Val Char Cost
50 STR 40
20 DEX 30
40 CON 60
20 BODY 20
13 INT 3
17 EGO 14
30/75 PRE 20
-6 COM -2
19 PD 9
19 ED 11
4 SPD 10
20 REC 4
60 END -10
65 STUN 0
6" RUN02" SWIM010" LEAP0Characteristics Cost: 209
Cost Power END
45 Vengeful Dead Powers: Multipower, 45-point reserve
3u 1) Vengeful Strength: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 0
2u 2) Retribution From The Grave: Killing Attack - Ranged 1/2d6, Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1), Continuous (+1) (45 Active Points); Only vs. Murderers Not Yet Punished For Their Crimes (-1) 4
4u 3) I Feed On Your Fear: Transfer 2d6 (PRE to STR, CON, BODY, PRE, END or STUN), Can Transfer Maximum Of 24 Points, to STR, CON, BODY, PRE, END or STUN, one at a time (+1/4) (45 Active Points) 4
2u 4) Fear Aura: +45 PRE (45 Active Points); Only For Making Fear-Based PRE Attacks/Skill Checks (-1), Costs Endurance (-1/2) 4
3u 5) Unstoppable: (Total: 45 Active Cost, 30 Real Cost) Healing BODY 2d6, Can Heal Limbs (25 Active Points); Self Only (-1/2) (Real Cost: 17) plus Healing STUN 2d6 (20 Active Points); Self Only (-1/2) (Real Cost: 13) 4
4u 6) Ghostly Form: Desolidification (affected by Magic) (40 Active Points) 4
3u 7) Reveal The Darkness Of The Soul: (Total: 45 Active Cost, 33 Real Cost) Detect Memories Of Evil Deeds 18- (Mental Group), Discriminatory, Analyze, Rapid (x10) (Real Cost: 22) plus Mental Group, Normal Hearing and Normal Sight Images Increased Size (8" radius; +3/4) (23 Active Points); Only To Show Images Of The Sins Of Person Targeted By Detect Sins (-1) (Real Cost: 11) 2
3u 8) Murdersense: Detect Murder and Murderers 19- (no Sense Group), Discriminatory, Range, Tracking (30 Active Points) 0
1u 9) Sense The Repentant Soul: Detect Repentance 18- (Mental Group), Discriminatory, Analyze (19 Active Points); Only vs. Those Revenant Has Used Reveal The Darkness Of The Soul Against (-1/2) 0
8 Undead Toughness: Damage Resistance (8 PD/8 ED) 0
15 Undead Toughness: Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Not In Any Segment Physical Damage Reduction Has Already Occurred (-1/2) 0
15 Undead Toughness: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Not In Any Segment Energy Damage Reduction Has Already Occurred (-1/2) 0
20 Unearthly Will: Mental Damage Reduction, Resistant, 50% (30 Active Points); Not vs. Necromantic or "Undead Control" Special Effects (-1/2) 0
18 Relentless: Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Always On (-1/2), Self Only (-1/2) 0
50 Already Dead: Full Life Support (All, Plus Immortality) (50 Active Points) 0
15 Astral Senses: Dimensional (Astral) for Sight Group and Normal Hearing (15 Active Points) 0
5 Nightsight: Nightvision 0
Powers Cost: 216
Cost Skill
10 +2 with HTH Combat
2 +1 with Grab
8 +1 with All Combat
3 Concealment 12-
5 Disguise 13-
5 Electronics 13-
3 Interrogation 15- (24-)
3 CK: Campaign City 12-
3 KS: The Mystic World 12-
2 PS: Electrician 11-
3 Stealth 13-
3 Streetwise 15- (24-)
Skills Cost: 50
Val Disadvantages
15 Dependent NPC: Kate Slater (Revenant's Widow) 8- (Normal; Unaware of character's adventuring career/Secret ID)
15 Distinctive Features: Undead - Looks Like A Walking Corpse (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Magical/Undead Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Mystic Villain 8- (Mo Pow, Harshly Punish)
10 Hunted: Vampire Clan 8- (As Pow, Harshly Punish)
15 Physical Limitation: No Sense Of Touch Or Pain (All the Time, Slightly Impairing)
15 Psychological Limitation: Regards Self As Having The Right/Duty To Judge/Punish Evildoers (Common, Strong)
0 Psychological Limitation: Morbid Sense Of Humor, Makes Dead-Themed Jokes/Puns (Common, Strong)
20 Psychological Limitation: Protects Innocents (Common, Total)
15 Psychological Limitation: Does Not Worry About Harm To Self (Common, Strong)
0 Reputation: Undead Force Of Vengeance, 11- (Extreme - Killer)
10 Social Limitation: Keeps His Former Life/Identity (Luke Slater) A Secret (Occasionally, Major)
10 Susceptibility: If Revenant Physically Harms An Innocent (Knowingly Or Otherwise), 2d6 BODY damage Instant (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 125Total Experience Available: 125Experience Unspent: 0Total Character Cost: 475

Height: 1.84 m Hair: Brown
Weight: 80.00 kg Eyes: Red
Appearance: Revenant looks, quite simply, like an animated corpse. Though immensely strong, he appears rather dessicated, almost mummified. His hair is long and unkempt, his nails are long and cracked, and he dresses in ragged clothing. He does not generally wear shoes. Revenant's eyes have a reddish cast to them and glow bright red when he uses his more exotic abilities, including the Fear Aura. His skin has an unhealthy, greyish-yellow pallor. His voice is rough and gravelly, and has a deep, resonating tone that makes his laughter truly frightening.Personality: Revenant certainly has his grim side, as one would expect given his mission and his undead nature, but there is a lot more to him than that. While he does not generally let himself slide into angst over his undead existence, he is rather lonely, and quite willing to work with those who will accept and fight alongside him. He keeps busy seeking out murderers and delivering his brand of justice and vengeance in order to not give himself too much time to think about what he's lost, and he mostly projects his pain outward, via dramatic pronouncements of doom against his targets. Those who spend much time around him will quickly realize that Revenant is even more concerned about keeping innocents from harm than he is about punishing the guilty, and that he will nobly and without hesitation put himself in the line of fire to protect others. They might also notice that he has a dark, rather morbid sense of humor, and that he tends to make a lot of puns and quips involving "dead" or "death."Quote:"Did you really think a few grenades and burying me under ten tons of rubble would keep me from avenging that woman's murder? Well, you were wrong. Dead wrong."Background: Luke Slater just happened to be in the wrong place at the wrong time. He and his bride of two months, Kate, had decided to try out a Mexican restaurant that had received good reviews. They didn't know the restaurant was frequented by a major drug dealer, but that didn't matter when a group of heavily-armed drug thugs rushed into the restaurant, firing first at the gangster and his men, then at everyone else in the place. Luke was one of twenty restaurant patrons and seven workers who died that night. He managed to put himself in Kate's way as the hoods started firing. He was hit several times, and as he felt his life drain away, his only thought was that he'd do anything if it was only him that died, and not Kate as well.

 

Four days later - a day after he was buried - Luke's unlife began. Somehow he knew the police had no leads on the men who had killed him and the others in the restaurant. Moreover, he knew that the other dead knew this, and that most of them were complete innocents who would not truly be able to rest in peace until their killers were brought to justice. Finally, he knew that in some manner, his last living wish had been answered - Kate's life had been spared, and in exchange, he had been brought back from the dead and assigned a mission... to provide justice or vengeance so the other victims might rest in peace.

 

Luke quickly discovered that his transition from life to death to undeath had changed him in a great many ways. He was far stronger than even the strongest normal humans, and he could barely sense the impact of even the mightiest blows. Even knives and gunfire could barely wound him, and any wounds he did receive healed rapidly. He no longer needed to breathe, or eat, or sleep. He had also received the ability to see in the dark, to see spirits, and to tell if a given death was a murder - and track and recognize the murderer. Finally, he could reach into a criminal's mind and access the memories of their darkest deeds - and even reveal those memories for the criminal and the world to see - and then know whether or not the criminal was truly repentant.

 

In short order, Luke tracked down the men who had attacked the restaurant that night, and through them, the men who had ordered the crime. All were brought to justice in one manner or another, ending up either in the hands of the law - several confessed their crimes to the police after experiencing Luke's brand of justice - or dead. Of those that died, some died trying to escape, but others - those who did not truly regret and repent their sins - died by his hands. He felt no guilt about this - he knew part of his mission was to judge and punish.

 

After the last of those responsible for the restaurant murders were brought to justice - or sent to final judgment - Luke knew that the others who had died that night now knew peace, but only then did he realize that his mission was not over, and in fact would never end so long as there were murder victims who could not rest easy until they received justice or vengeance, or so long as there were people willing to commit such crimes. Although he missed Kate very much - and continues to this day to watch over her, secretly and from afar - he knew it was better that she not know about his current state, and that he continue his mission so that others might rest easy.

 

With time, Lucas' activities drew the attention of superhuman crimefighters. Some view him as a murderous monster, and he's fought many a hero over either a misunderstanding, or due to honest differences in methods and goals. Some other heroes have come to understand him as a kindred soul, though, and while few in the superhero community truly approve of his methods, there are some that count him an ally. One such hero - a mystic named Twilight, with some dark tendencies of his own - first referred to Lucas by the name by which he's since become known. That name - Revenant - has become known - and very feared - within the underworld. Revenant's activities have also earned him some lasting enemies, including a mage in the service of Hell who uses his magical abilities to corrupt others - and wants to find a way to turn Revenant from a force of vengeance into a tool of darkness - and a clan of vampires that has seen several of its members destroyed at Revenant's hands.

Powers/Tactics: Revenant is a powerful, undead force of vengeance. He is superhumanly strong, very difficult to harm, immune to many types of attack and all but impossible to kill (his regenerative Healing will eventually resurrect him from even complete dismemberment; the only ways to truly kill him would be to entirely incinerate or disintegrate his body, or dissolve it in acid). Revenant also possesss a variety of strange senses that allow him to discover that a murder has been committed, track down the murderer, sense and reveal a being's darkest sins, and know whether or not a criminal is truly repentant. He can also project a terrifying, mystical fear aura, draw strength from others' fear and render himself intangible. Finally, when he confronts a killer who has not been punished for his crimes, he can unleash his nearly-irresistable (only Resistant, Hardened Mental Defense offers complete protection), lethal psionic attack directly against an opponent's life force, to either force the killer to surrender and face justice, or to simply deliver final (and painful) mortal judgment.

 

Revenant's Detect Sins and Detect Repentance abilities are mental senses - essentially, they represent very limited telepathic abilities -and as such do not work against anyone invisible to the Mental Sense group. His ability to Detect Murder and Murderers is a mystic sense.

 

Revenant's fighting style is pretty straight-forward. He wades into a fight, almost always putting his Combat Skill Levels into OCV. He mostly favors punches, grabs and picking up large items to use as weapons, gaining an OCV bonus from the item's size. He sometimes uses his Fear Aura to open a fight against a number of opponents, or after performing some extremely violent attack, in attempt to terrify opponents into surrender. He will heal himself during combat only if absolutely necessary to keep fighting, and he mostly restricts his Transfer attack to very tough opponents. He uses his Desolidification more as a means of access or to attack opponents by surprise than as a defense; he may also use it to easily bypass lesser opponents so he can rush the most serious threat. Revenant mostly reserves Retribution From The Grave for unrepentant murderers who have already been rendered helpless, but he can also use it against murderous opponents who are too tough to harm by other means.

 

Revenant possesses very rudimentary Stealth, Concealment and Disguise skills that sometimes let him escape notice while investigating crimes and tracking down those responsible, but he isn't really a model of subtlety - he just wants to avoid hassles from police and superheroes and not scare innocents. His typical version of a disguise is to wear a hat, overcoat, shoes and less-ragged clothing than usual. He also possesses a solid knowledge of electronics and electrical sytems, reflecting his former profession. He doesn't do much electrical repair these days, but he might cut power lines or otherwise disrupt power to a building or area if he thinks doing so will offer him some advantage, or just rattle his opponents.

Campaign Use: Revenant doesn't fit well into a campaign styled on Silver Age comic themes and morality, but he represents a hero archetype that has been present through most of the other comics age. He has obvious similarities to Golden Age characters like the Spectre and the Heap, Marvel's monster/horror heroes like Ghost Rider, Son of Satan, Man-Thing and the Werewolf by Night, and various Iron Age vengeful-dead sorts such as Spawn and the Crow. He might work best in a campaign that freely crosses over between superheroism and horror, and in which the characters often fight vampires, evil wizards and demons in addition to mundane superhuman threats.

 

As described here, Revenant mostly operates as a solo hero. PC heroes may encounter him in that role, either as an ally (perhaps he and they are investigating the same crimes) or as an opponent. Revenant offers GMs a chance for a mainstay event of superhero comics - the good guys fight each other due due to either a misunderstanding or serious differences in morality. He also provides an opportunity to contrast justice and vengeance, test a PC hero's devotion to his Code vs. Killing, or otherwise deal with ethical themes on either a personal or a more general level.

 

Of course, the GM is welcome to instead use Revenant as part of a group of like-minded characters. While he would not fit in well with a typical four-color or Silver/Bronze Age hero group, he may fit in well with a group of mystical or monster characters, a group of vigilante heroes who often use lethal force, a group of anti-heroes or an Iron Age team.

 

GMs running a campaign set in Millennium City and/or utilizing the official Champions Universe setting may want to change Revenant's origin details to connect him to one of the watershed events of the CU - namely, the Battle of Detroit. In this scenario, Luke Slater died not in a mundane gang hit, but rather during Dr. Destroyer's assault on Detroit, which culminated in much of the city being destroyed by Destroyer's orbital weapons. In this case, Revenant's rise from the dead would have been sparked by the huge loss of life in that Battle, and his mission would be to seek vengeance against those who devastated Detroit, and prevent the citizens of Millennium City from further tragedy. In this scenario, Revenant might be a lone spirit of retribution, or he might join with a group of vengeance-oriented characters, perhaps intending to seek revenge on the force behind the Battle of Detroit - Dr. Destroyer.

 

To make Revenant less powerful, reduce his PD/ED and/or STR, or reduce/eliminate his Hand-To-Hand Attack. To make him more powerful, add a point of SPD, a few points of EGO, more Combat Skill Levels and perhaps increase the size of his Multipower and the various attack Powers within it. A more powerful version of Revenant might also develop further weird-supernatural abilities, such as the ability to summon and speak with the spirits of the dead or further powers that attack the soul (perhaps an Ego Attack or an INT or EGO Drain with delayed recovery).

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Character #28 - CirceThis particular character is among the ones of which I am most proud. I've used her in a couple of different campaigns, and she's always been well-received. Beyond that, she is a fairly unusual character, and I'm very pleased with how well the game mechanics represent the desired concept and effects in this particular case. The character write-up involves some potentially disturbing elements. While these are neither excessive nor gratuitious, and while they are definitely appropriate to the character, it is possible that some individuals might find certain aspects of the character and her history - specifically, an extensive history of sexual and physical abuse and related psychopathology - troubling. I have no intent or desire to make anyone uncomfortable - thus the warning.I may well use this character in some manner in my current "New Sentinels" campaign at some point in time, but she's really not intended for that high-power a campaign, and would probably work better in campaigns featuring characters in the 300-450 point range. Beyond that, she's more suited for an Iron Age campaign, or a Bronze Age one with room to deal with somewhat mature themes, than she is a Silver or Golden Age campaign.I hope some of you enjoy her. As always, comments are both encouraged and welcome.Circe #1 - Big Circe (Base Form)Player: NPC

Val Char Cost
10 STR 0
21 DEX 33
15 CON 10
15 BODY 10
18 INT 8
20 EGO 20
15 PRE 5
18 COM 4
5 PD 3
5 ED 2
5 SPD 19
5 REC 0
30 END 0
43 STUN 15
9" RUN64" SWIM22" LEAP0Characteristics Cost: 137
Cost Power END
80 Many Selves: Multiform (400 Character Points in the most expensive form) (Instant Change, x8 Number Of Forms), Many Forms Disinclined/Hostile Toward Changing Forms (+0) (100 Active Points); Requires An EGO Roll To Voluntarily Change Forms (No Active Point penalty to Skill Roll; -1/4) 0
41 Feels Much Better!: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
5 Psychic Sensitivity: Mental Awareness 0
3 Sharp Hearing: +3 PER with Normal Hearing 0
Powers Cost: 156
Cost Skill
3 Acting 12-
3 Concealment 13-
3 Paramedics 13-
3 PS: Cooking 13-
3 PS: Waitress 13-
3 SS: Pharmacology 13-
5 SS: Psychology 15-
5 Stealth 14-
Skills Cost: 28
Cost Talent
6 Combat Luck (3 PD/3 ED)
34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-
3 Lightsleep
Talents Cost: 43
Val Disadvantages
0 Accidental Change (To Angela): When In Or Observing Church/Religious Services 8- (Uncommon)
0 Accidental Change (To Angela): When She Encounters Someone Injured 11- (Common)
10 Accidental Change (To Diana): When Suddenly Surprised/Caught Off Guard 11- (Uncommon)
0 Accidental Change (To Diana): When Feeling Threatened By Males 14- (Uncommon)
0 Accidental Change (To Gloria): When Observing Extreme Poverty Or Extremely Unhappy Children 8- (Uncommon)
15 Accidental Change To Jezebel): When In Sexual Situations Or Alone With Males 14- (Uncommon)
0 Accidental Change (To Jezebel): When Around Alcohol, Bars or Clubs 14- (Common)
0 Accidental Change (To Little Circe): When Waking From Nightmares 11- (Common)
0 Accidental Change (to Little Circe): When Around Horses, Children or Toys For A Minute Or More 11- (Common)
10 Accidental Change (to Lilith): When Witnessing Blasphemous/Unholy Depictions Or Events 11- (Uncommon)
15 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)
0 Accidental Change (To Monster): When Injured Badly Enough To Draw Blood 8- (Uncommon)
0 Accidental Change (to Monster): If Trapped Or Bound 11- (Uncommon)
10 Distinctive Features: Jumpy/Hypervigilant (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
15 Physical Limitation: Multiform Amnesia - Does Not Retain Memories From Other Forms (Frequently, Greatly Impairing)
15 Psychological Limitation: Extremely Shy (Common, Strong)
15 Psychological Limitation: Fears Males (Common, Strong)
5 Psychological Limitation: Protective Of Children (Uncommon, Moderate)
Disadvantage Points: 150

Base Points: 200Experience Required: 14Total Experience Available: 14Experience Unspent: 0Total Character Cost: 364

Height: 1.65 m Hair: Blonde
Weight: 58.00 kg Eyes: Blue
Appearance: Circe’s appearance varies markedly from form to form, though all of her forms are blonde, and all but Monster have facial features that are recognizably hers, though somewhat more idealized or distorted in some cases. Refer to the character sheets for her individual forms for specific descriptions of each form.

 

In her base (Big Circe) form, Circe Clayton is a 25-year old Caucasian woman with straight, shoulder-length blonde hair and pale blue eyes. She is quite pretty, despite wearing extremely plain clothing and no makeup, and generally giving no attention whatsoever to her appearance. She speaks softly, and while she tries to hide her fearfulness, anyone who spends any time around her at all will notice that she is both painfully shy and extremely jumpy.

Personality: Circe suffers from Dissociative Identity Disorder (the psychiatric condition formerly called Multiple Personality Disorder). The result of repeated and severe trauma, DID is characterized by the fragmentation of one’s mental functioning into multiple, relatively autonomous personality states, limited or no conscious awareness of the condition itself, and extensive amnesia between the various personality states. The separate personality states tend to serve different purposes, often have marked differences in speech, emotions, maturity level and behavior pattern, and sometimes exhibit significant differences in skills, knowledge, languages spoken – and on occasion even some physical attributes, such as blood pressure, allergies, visual acuity or resistance tolerance for/resistance to medication. In Circe’s case, the differences extend far beyond the psychological – each of her personality states is manifest by a distinct physical transformation and a different set of superhuman abilities.

 

At her core, Circe is not a criminal, but some of her individual personality states demonstrate attitudes and behavioral traits ranging from the amoral to the downright malevolent. As such, it is a mistake to talk about Circe having any broad pattern of personality or motivation. Rather, her individual selves have distinct personality traits, interests and motivations, as characterized below.

 

Circe has nine known “selves†at this time, but it is always possible (i.e., GM option) there may be some others, perhaps with less distinct personalities or very limited roles and abilities. Her known forms are:

Circe (the Boring One) – Circe’s default or “core†form, called “Big Circe†by the others, is a profoundly confused, over-sensitive, shy and unhappy young woman who mostly wants to stay out of trouble and would prefer to be left alone. This form is the default one, and mostly serves to handle mundane, day-to-day tasks and situations. Though intelligent, she is not particularly driven by much other than a desire to understand and gain some control over her condition.

Little Circe (the Little Girl) – This form more or less represents an idealized version of Circe at age 5, before the most severe trauma that sparked her dissociative reactions. As a young child, she wants to play, have fun and please others. Though cautious, she is naïve and expressive, and she loves novelty, animals and things that are warm, fuzzy or shiny.

Angela (the Good One) – This form represents Circe’s spirituality, morality and conscience. Overtly Christian (though nondenominational) in orientation, the Angela persona is a rigid thinker, critical of sinful and wanton behavior and motivated by a desire to help others, display positive behaviors such as mercy and faith, and punish evil and blasphemy. Angela’s outlook is both hopeful and naïve, and she readily expects the best of others, to a degree that sometimes allows others to take advantage.

Lilith (the Evil One) – This form represents Circe’s dark or evil side and identifies with spiritual evil. Malicious, cruel and unconcerned with human life, the Lilith persona enjoys inflicting misfortune, pain and suffering and is prone to excessive violence. Overtly embracing the darkness, Circe seeks company with other evildoers and can easily be manipulated into performing all sorts of malevolent acts when in this form. Lilith could present a great threat should Circe somehow attract the attention of organizations such as DEMON.

Jezebel (the Slut) – This form represents Circe’s sexual side, and more general her sensual and hedonistic urges. Profoundly amoral and impulsive, Jezebel is something of the ultimate party girl/bad girl, and while she doesn’t want to cause herself or anyone else any real harm, she acts without forethought, is unconcerned with consequences and readily uses lies, theft, seduction and manipulation to get what she wants.

Diana (the Protector) - This warrior aspect is concerned with nothing other than protecting the innocent in general, and Circe in particular, from anyone or anything that would cause them harm. She would rather err on the side of assuming a threat than ignore one, and is extremely one-dimensional; Diana attempts to solve problems via force, first and always. She is extremely suspicious of others’ motives, particularly men, and does not trust easily.

Gloria (the Good Witch) - Gloria is something of a fairy godmother figure, representing Circe’s optimism and fantasies. The Gloria aspect attempts to make unfortunate individuals and the world in general happy and shiny through charity, humor and magic. She doesn’t want to cause any harm, but will readily bestow a curse as a warning, or turn an attacker into a glass statue, a stuffed animal or a toad rather than see someone else get hurt.

Marie (the Brain) – Marie represents intellect, knowledge and logic. Nearly devoid of emotion, behaving in a calculated, aloof and somewhat arrogant manner, Marie exerts a great deal of executive control over some of the less malevolent or self-centered “others,†largely at an unconscious level, encouraging them (particularly Circe) to take a form more appropriate to a given situation, or a more subtle one so as to avoid attention. She does not have as much amnesia as the others – she can access the memories of all the other forms, save Monster, though even she has only limited and sketchy memories of most of the early childhood trauma. Her primary goal is to keep the “system†safe and running smoothly; she is also motivated, to a lesser extent, by intellectual curiosity. She is the one the others turn to when knowledge or logic are called for, or if a tough decision must be made.

Monster - This aspect is the depository of all of Circe’s anger, hate, pain and desire for revenge, personified as savage fury without reason or mercy. Monster is a creature of darkness and pure, unthinking violence; this part of Circe will pause only to avoid harming/prevent harm to a child or animal. Monster may or may not be the repository of most of the memories of the abuse and degradation Circe has suffered throughout her life – nobody is certain, because even Marie cannot access Monster’s memories.

 

While the core Circe “self†has mostly just an intellectual awareness of her other aspects, gained through therapy and through viewing footage of her transformations, her other “selves†are more or less fully aware of each others’ existence, but not necessarily of their actions, experiences or memories. This often puts Circe and her various “selves†at a disadvantage, as they may find themselves in the midst of situations they don’t understand. This is reflected on each form’s character sheets as the Physical Limitation "Multiform Amnesia", and in each case specifies which of the others’ activities and memories each “self†can readily access.

Quote:“Umm, sorry… I’m sort of absent-minded sometimes. By the way, what day is it today?â€Background: To say Circe Clayton did not have a very pleasant childhood is an understatement. Her parents were both alcoholics and drug addicts, and her father had a very bad temper. Doug Clayton mostly took out his temper on his wife Helen, but he was also physically abusive to young Circe from time to time. This was particularly true whenever she tried to stop him from hitting her mother... and then there were those couple times when she was too loud for her hung-over father to handle, and he decided to teach her that kids sometimes shouldn’t be seen *or* heard. Circe mostly remembers the better times though – those moments when both parents were relatively stable and would actually try to be good parents, taking her to the zoo or to her grandmother’s farm.

 

Circe was five years old when Doug Clayton was shot during a liquor-store robbery gone bad, and things quickly got much worse for her. Helen hooked up with Gary Kowalski, who fed Helen’s drug habit and made her pay for it on the streets while turning his unpleasant attentions to Circe. A sadistic psychopath, Gary Kowalski delighted in physical, sexual and emotional torture. Young Circe’s life became a living hell, in which she observed her mother’s degradation and abuse while also experiencing her own on a near-constant basis. She sometimes spent days locked in dark places – closets, car trunks, etc. – without food, water or access to a bathroom. One time when Kowalski got tired of her asking when they could go to the zoo to see the animals, he took her to an old, abandoned farmhouse and locked her in an old coal bin crawling with snakes, bugs, spiders and centipedes.

 

At some point during all this horror, Circe learned to mentally “go away†in order to survive. Sometimes she would shut down, so it was if the bad things were happening to someone else, and with time she got so good at this that she stopped being aware of the bad things, pushing her memories of those things into some dark corner of her mind. Other times she would imagine being someone who could stop bad things from happening, or bring good things into her life. As she got older, these fantasies started to take on more distinct forms; sometimes she would talk to them in her head and they’d talk back.

 

After Circe hit puberty, the abuse continued, the demands on her became greater and she built up more and more anger, but she also got even better at splitting her certain memories and aspects of her personality off into separate parts that could manage those things. In addition to caring for the home, she was forced to prostitute herself to support her mother’s and Gary’s drug habits. She learned how to do this, but kept those activities and all of sexual feelings outside her day-to-day awareness.

 

At fifteen, Circe ran away from home; she remembers this as her protective “friend,†Diana, taking her away from home. Seeking some sense of purpose and meaning in life, Circe attended religious services at various missions and shelters. This brought her some sense of peace and moral guidance, but (typical for her by this point) she separated those feelings off into a separate self-aspect, and also separated off those impulses and parts of herself she’d come to identify as evil.

 

With this increased fragmentation and reliance on burying things she couldn't or didn't want to cope with, Circe became steadily less aware of her different “parts.†By now, she remembered less and less of what happened during any given day, and she started having frequent “blackouts†in which she didn’t remember what had happened for hours, or sometimes days or weeks, at a time. It was during this time that her multiplicity first manifested in superhuman abilities, rather than just psychopathology.

 

Though she tried to avoid getting hurt any more, as often as not Circe kept getting manipulated and taken advantage of. This happened easily, given the extent of her confusion and amnesia and how she’d started to be completely unaware of what happened during some of her mental states. Desperate for money to survive, she (or rather, her “slutty†aspect) had again gotten involved in prostitution. One night a customer with rather extreme tastes got a bit rough and drew blood. The next thing she knew, Circe found herself naked, covered head to toe in someone else’s blood and locked in a strange motel room with a dismembered body and no memory of what had happened. This was only the first Circe awakened to find herself in horrid situations but no idea what had happened. By the time she finally found her way to Millennium City, where she eked out a living as a waitress, short-order cook (and sometimes stripper or prostitute), she was no longer shocked to awaken in a strange man’s bed, or with cuts on her body she did not remember having received, or blood on her hands but no apparent injury. She tried to ignore such events and pretend she wasn’t as crazy as she felt.

 

One fateful day, when Circe Clayton was 23, a department store security guard stopped a very young girl from leaving the story with a shoplifted doll. Suddenly he found himself facing a tall, muscular woman who proceeded to break his arm, then kicked him in the stomach hard enough to cause severe internal injuries. The police responding to this incident were even more surprised when a blast of pepper spray to this Amazon’s face caused her to transform into a red-skinned, cloven-hoofed devil-woman who used razor-sharp claws to nearly gut one officer, then set a squad car afire with a gout of fiery breath! The arrival of a PRIMUS team provoked yet another transformation, as binding the devil-woman with tangleweb guns prompted her to turn into a furred, superhumanly strong, completely berserk, fanged nightmare-beast that caused severe injury to three agents and Silver Avenger Mayte Sanchez before being brought down by Sanchez’ martial arts kills and concentrated neural-blaster fire from several other agents. They were even more surprised when the unconscious monster turned into a skinny, young woman dressed in tattered jeans and a stained t-shirt, who immediately awakened and honestly appeared to have no idea what hat happened.

 

A competent criminal defense lawyer and a thorough evaluation by psychiatric and superbeing experts from L’Institut Thoth resulted in Circe being found psychiatrically incompetent to stand trial, and she was court-committed to ongoing psychiatric treatment at Millennium City’s Waldameer Institute, a forensic psychiatric facility jointly administered by PRIMUS and L’Institit Thoth.

Powers/Tactics: The experts of L’Institut Thoth have characterized Circe Clayton as having possibly the most diverse array of superhuman abilities of any single being they have studied – and as one of the most potentially powerful. Her various “selves†demonstrate abilities ranging from low-level superhuman strength and durability to mid-level psionic abilities and unusual sensory capacities through full-scale physical/matter transmutation. There is speculation that should her treatment be successful, such that her various personality aspects are combined into one relatively stable personality, Circe might be able to readily draw upon any of her numerous superhuman abilities at will, and some are quite concerned by this possibility, particularly if the integrated personality turns out to be less functional or socialized than would be desirable.

 

The exact source of Circe’s powers is unclear, and a matter of heated debate among L’Institut’s experts. Though Circe apparently came by her abilities naturally, she does not display genetic abnormalities (or register on scanners) that would indicate mutant abilities. This has caused some to hypothesize that Circe’s abilities are primarily psionic, and that she is an example of the amazing capacities of the human mind. However, psychic sensitives and mystics who have examined her have noted that while her abilities in general do not register as magical, least two of Circe’s “personality aspects†(Angela and Lilith) display aura and quasi-magical qualities associated with the extradimensional spiritual realms broadly classified as “infernal†and “divine.†This has called into question whether she might be somehow drawing upon extradimensional energies – or possibly under the influence of transdimensional beings. Some of her abilities frankly defy any explanation other than some sort of connection to a transcendent reality. For example, blind studies of the Angela persona’s “light of truth†showed that she was able to discern that statements were untrue or deceiving when this fact had not previously been known to the examiners. The most dramatic example of this was when she was able to spot errors in a set of telephone listings pulled randomly from foreign phone directories and in mathematical equations that had been mistakenly transcribed by a research assistant, even though she could not understand the math had knew nothing about the people on the phone list or where the directory listings were drawn from.

 

All of Circe’s aspects share two powers. First, her fragmented personality manifests in a strong resistance to telepathic and mental attacks of all kinds – it is simply very difficult to break through all the mental activity to target or attack any aspect of her mind. Second, whenever she switches forms she recovers a good bit of any STUN damage she might have sustained to that point. This serves to make her various forms capable of mounting a more effective defense, and can also serve to awaken her from some peril that has rendered a previous form unconscious.

 

Circe’s various aspects each have their own powers and preferred tactics, summarized below and on the individual character sheets.

Circe – The core personality is decidedly not a fighter. Her powers serve to alert her to potential threats and hopefully avoid them until she can transform into a form that lets her better deal with the problem.

Little Circe – This form also isn’t well-suited for dealing with threats, other than by sensing them and providing some ways to hide, but she can also calm animal threats or even call upon animals to protect or fight for her.

Angela - Though not an offensive powerhouse, and preferring to deal with problems through appeals to reason or emotion (i.e., PRE attack), this form is capable of disabling opponents from a range. She’s also capable of healing herself or any allies in combat, as well as providing succor to the wounded after a battle. Angela will not willingly transform to Jezebel, Lilith or Monster form, and would be very reluctant to choose to turn to Diana (-5 Penalty to Ego Roll to change forms).

Lilith, – This aspect of Circe is not much for subtlety. She prefers hand-to-hand combat, mostly using her talons but utilizing her hooves either as a surprise move or if her hands are bound. She also likes to start off a fight with a PRE attack (usually following an extremely violent action), hoping to render opponents helpless with fear. If all else fails, though, she may try some trickery using Mimicry, or to fast-talk her way through a situation using Persuasion. If things go badly for her, she’s not averse to calling up Monster to unleash some pain.

Jezebel – This persona is interested in pleasure, not combat, and prefers to get her way via manipulation instead of fighting, but if pressed and unable to disable an opponent via Mind Control, she will use her animated/prehensile hair to mount a defense of last resort. She’s more likely to try to call up Diana or Lilith, though (choice of which depending on how much whomever she’s fighting managed to anger her).

Diana – Diana is all about fighting, and she does it well, though she can get carried away in combat under some circumstances. She prefers to use her martial arts attacks (and will sometimes combine them with her ch’i powers as part of a multiple-power attack), but she has her ranged "spirit bow" attack for a reason and won’t hesitate to use it when appropriate. She will use her movement abilities to good effect in order to gain position advantages or surprise maneuver bonuses, and will also take advantage of environmental features that provide cover, etc. as appropriate. She also understands the value of a good PRE attack – getting an opponent to flee or surrender is still a win. She isn’t averse to calling on Angela if she or someone she’s protecting is badly wounded, but she is very unlikely to call up Monster and will only switch places with Gloria if she is completely unable to effectively fight an opponent. She won’t invoke the Lilith persona at all.

Gloria – This form is not much interested in combat, and if given an option will likely turn control over to Angela or Diana to handle that, but if need be she will use her powerful Transform abilities to stop a threat. She is extremely unlikely to ever voluntarily give up control to Jezebel, Lilith or Monster, but she is quick to switch over to Little Circe, Angela or Marie if things seem safe and she’s in a situation she thinks one of them would enjoy. This reflects her basic orientation toward wish-fulfillment and making others happy, but it doesn’t always result in the best strategic judgment.

Marie – Marie will, of course, seek to think her way out of a situation, but if this isn’t practical, she will dispassionately hand over control to whichever other form she judges most appropriate to a situation – even ones like Monster or Lilith that most of the others avoid, as she recognizes that even the more unpleasant aspects have their uses and advantages. When in doubt about the best course of action, she will take a phase to consider her perceived options using her precognitive Intuition. Marie's astounding breadth of knowledge and high intuition allow her to often pull off truly amazing technical and scientific feats or jury-rig devices quickly and with only minimal time and access to only the most limited resources.

Monster – Monster doesn’t stop and think, she just attacks, pausing only if a child or animal is endangered. Monster doesn’t intentionally change into anything else, but unless there’s fighting going on or near-total darkness, she also isn’t going to stick around long at all.

 

Some of the character sheets for Circe’s forms include Disadvantages for which she receives zero points. In many cases, these simply reflect Disadvantages that form should have, to portray the form’s personality and general purpose, but the various Accidental Change conditions listed work a bit differently. These serve to underscore the largely-involuntary nature of Circe’s changes, and the mental instability inherent in her underlying DID condition. Accidental Change conditions with listed point values always reflect situations that have significant potential to put Circe in danger or get her in trouble of some sort. Often this is also the case with the zero-point Accidental Changes, but some of those serve more to illustrate the character’s overall instability, the degree of emotional connection between her different “selves†or the symbolic connections between different circumstances and certain of her personality states. (Some other Disadvantages are given fewer points than warranted by their severity, but that’s just to prevent too many points from coming from one category of Disadvantages; under-costed Disadvantages are included in the interest of defining an interesting character, rather than worrying about min/maxing points.)

Campaign Use: As something of a tragic figure, Circe works better in Bronze/Iron-Age superhero campaigns emphasizing a more “modern†or “graphic novel†feel than she does in Golden/Silver Age or “four-color†campaigns. She can serve in any number of roles beyond simply being a straight-forward opponent – in fact, that’s probably the worst way to use the character. The GM should make sure to emphasize that she’s more troubled than villainous. She may be used as a dupe or pawn for some evil organization (see “Circe Plot Seedsâ€), or she can serve to tell stories dealing with themes such as the effects of child abuse and domestic violence, the tragedy of mental illness or the multidimensional nature of human personality – hopefully without getting too preachy. Once the players figure out what she’s all about, she can easily be played as both a sympathetic figure and a threat, and characters with any sort of positive moral code are likely to be torn between stopping her more dangerous forms and trying to not cause her unnecessary harm or mental anguish. She could also provide and ongoing and unusual mystery for the players to solve; if the GM wants to ignore some of the history established above, the PCs may be the ones who first discover that someone who seems at first to be just a shy and jumpy woman is actually several different super-beings the PCs have encountered – and responsible for a string of unsolved crimes, including murder. Circe may even seek help from the PCs in figuring out what is behind her “blackouts†and lost time, putting them in the tough position of having to fight someone who came to them for assistance.

 

Circe isn’t likely to really Hunt anyone, but it’s possible that one of her forms may decide to make things difficult for a character for awhile. The Angela persona may take offense at characters she perceives as having lax moral standards or those with supernatural powers and motifs, while Lilith may decide to try to make life difficult for a morally virtuous hero, perhaps by trying to put him in situations that force him to compromise his values. Jezebel may simply develop a sexual attraction toward a handsome PC, while Little Circe might become fascinated with a hero’s animal companion.

 

There are several options for making Circe more powerful. One could, of course, simply increase her base points in Multiform, thus providing some or all of the other forms with more points for larger attacks and additional powers. This can be very cost-effective, as one character point translates to 5 points of powers and skills each form other than the base form. Angela, Diana, Lilith or Monster could easily be made more powerful in this manner, but there’s really no reason to make some of Circe’s other forms any more powerful – and doing so may violate the basic character concept. As is, Little Circe is based on fewer than the available 400 points, but there’s no reason for either to be a combat powerhouse.

 

Another option is to give Circe more Multiforms. She can have up to 8 more 400-point forms for only +5 points. This can provide her with lots more options, if not necessarily more raw power, but the GM has to be careful that the additional forms fit the theme of an abuse survivor with a fragmented personality, rather than just providing a lot of combat options. A group of forms defined as a power-armor form, an ice elemental form and a flying brick just don’t fit into Circe's overall motif. Alternate forms that might fit Circe’s overall theme include a super-durable form with lots of STUN, BODY and/or Damage Reduction but no real offensive capacity (representing someone intended to take lots of pain when the other forms can’t come up with a way to escape or avoid being hurt), a form that projects the pain and abuse Circe has suffered in the past on those who would hurt her in the present (represented by Ego Attack, various sorts of Drain or an NND attack), or an outgoing “social chameleon†form with lots of interaction skills (to handle social situations when it’s important to make a good impression, or which call for a less physical or self-centered approach than that favored by Jezebel).

 

To make Circe less powerful, simply tone down some of the offensive powers and combat-related skills, particularly those of the Diana, Lilith and Monster forms.

 

CIRCE PLOT SEEDS

Circe’s Lilith persona has caught the attention of a group of evil mystics, such as DEMON or the Circle of the Scarlet Moon. They decide to use her for a pawn, or come up with some way to allow her to dominate Circe’s other personalities – either way, the PCs have to figure out how to free her from the evil influence without making things worse.

 

Circe escapes custody after finding out that her mother and stepfather, Helen Clayton and Gary Kowalski, have moved to Millennium City. Little Circe might simply miss her mother, but Angela may plan to confront the pair and try to get them to confess their sins, while Diana may decide the best way to stop them from hurting Circe again is to go give Gary a pounding, then release Monster to inflict some lethal payback for all the past hurt.

 

A group of con men and hucksters posing as a religious revival group encounter Angela and trick the naïve, angelic alter into working with them. What do the PCs do when they figure out they’re raking in money in donations by having Angela perform faith healing and other miracles?

Circe #2 - Little Circe
Val Char Cost
5 STR -5
21 DEX 33
10 CON 0
10 BODY 0
18 INT 8
18 EGO 16
10/30 PRE 0
18 COM 4
5 PD 4
5 ED 3
5 SPD 19
6 REC 6
26 END 3
20 STUN 2
6" RUN02" SWIM01" LEAP0Characteristics Cost: 93
Cost Power END
15 Talks With The Animals: Beast Speech
33 Friend To Animals: Mind Control 8d6 (Animal class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only vs. Animals Of The Types Covered By Her Animal Handling Skill (-1/2) 2
17 Animal Friends: Summon 4 200-point Animals, Friendly (+1/4), Expanded Class of Beings - Any Animals Of The Sorts Her Animal Handling Skill Applies To (+1/2) (87 Active Points); 1 Charge (-2), Summoned Beings Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Costs Endurance (-1/2), Cannot Specify Types Of Animals That Arrive (-1/2) 9
11 Neither Seen Nor Heard: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2), Requires A Stealth Roll (-1) (-1/4) 2
10 A Way With Animals: +20 PRE (20 Active Points); Only Applies To Animals Of The Sorts Of Animals Covered By Her Animal Handling Skill (-1)
41 Reset: Healing Stun 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
32 Of Many Minds: Mental Defense (29 points total), Hardened (+1/4) (32 Active Points) 0
3 Sharp Hearing: +3 PER with Normal Hearing 0
Powers Cost: 162
Cost Skill
25 Animal Handler (Birds, Bovines, Camels, Canines, Cetaceans, Elephants, Equines, Felines, Raptors, Ursines) 18- (22-)
3 Climbing 13-
3 Concealment 13-
3 KS: Animals 13-
4 KS: Kid Stuff 14-
3 Persuasion 11- (15-)
3 Riding 13-
9 Stealth 16-
Skills Cost: 53
Cost Talent
34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-
3 Lightsleep
Talents Cost: 37
Val Disadvantages
0 Accidental Change (To Angela): When In Or Observing Church/Religious Services 8- (Uncommon)
0 Accidental Change (To Angela): When She Encounters Someone Injured 11- (Common)
0 Accidental Change (to Big Circe): When Sleeping, Always (Very Common)
15 Accidental Change (To Diana): When Touched By Teenage Or Adult Men 11- (Common)
0 Accidental Change (To Diana): When Suddenly Surprised/Caught Off Guard 11- (Uncommon)
0 Accidental Change (To Gloria): When Observing Extreme Poverty Or Extremely Unhappy Children 8- (Uncommon)
10 Accidental Change (to Lilith): When Witnessing Blasphemous/Unholy Depictions Or Events 11- (Uncommon)
10 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 11- (Uncommon)
0 Accidental Change (to Monster): If Trapped Or Bound 11- (Uncommon)
0 Accidental Change (To Monster): When Injured Badly Enough To Draw Blood 8- (Uncommon)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
10 Physical Limitation: Child-Sized (3' Tall, 25 kg, +3 KB) (Frequently, Slightly Impairing)
15 Physical Limitation: Mentally A Child - Thinks About/Understands Life and Reacts As Would A Very Bright Five-Year Old
15 Physical Limitation: Multiform Amnesia - Does Not Retain Memories From Other Forms (Frequently, Greatly Impairing)
20 Psychological Limitation: Intense Fear Of Snakes, Insects and Orthropods (Common, Total)
10 Psychological Limitation: Naive, Too Trusting (Common, Moderate)
Disadvantage Points: 145

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 345

Height: 0.95 m Hair: Blonde
Weight: 25.00 kg Eyes: Blue
Appearance: Little Circe is a pretty, five-year old girl with blonde hair. Anyone who has seen her older self will immediately recognize the similar features, including her striking blue eyes. She is always dressed in either a short, white dress, a pink jumper or pink flannel pajamas. She behaves with all the energy, playfulness and naiveté that characterizes a very young child.Quote:“I don’t know where my Momma and Daddy are, but my friends are around here somewhere.â€Background: Little Circe is Circe Clayton’s original personality; her emotional development essentially stopped at age five, due to severe abuse. Other parts of herself took over at that point, leaving little Circe to never grow up.Powers/Tactics: Note that Circe's ability to summon Animal Friends is dependent upon animals being in the area and able to get to her. Even if she's at a zoo, creatures such as lions and bears probably won't be able to come to her assistance (though the elephant or camel that normally gives rides to children might come running). Thus, while she can summon up to four animals of up to 200 points each (a point total that covers creatures such as bears, tigers and rhinos, among others), in most circumstances she is likely to instead get dogs, stray cats, hawks, or maybe horses, deer, coyote or cattle when she's in a rural environment.Circe #3 - Angela
Val Char Cost
10 STR 0
21 DEX 33
20 CON 20
15 BODY 10
18 INT 8
18 EGO 16
30 PRE 20
20 COM 5
7/19 PD 5
7/19 ED 3
5 SPD 19
7 REC 2
42 END 1
30 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 142
Cost Power END
20 Angelic Abilities: Elemental Control, 40-point powers
13 1) Heaven's Blinding Light: Sight Group Flash 8d6 (40 Active Points); Extra Time (Full Phase, -1/2) 4
11 2) Divine Wrath: Energy Blast 4d6, No Normal Defense ([standard]; +1) (40 Active Points); Extra Time (Full Phase, -1/2), Beam (-1/4) 4
22 3) Heavenly Aura: Force Field (12 PD/12 ED/10 Power Defense), Costs END Only To Activate (+1/4) (42 Active Points) 3
13 4) Healing Touch: Healing BODY 4d6 (40 Active Points); Extra Time (Full Phase, -1/2) 4
15 5) Angel Wings: Flight 14", Reduced Endurance (0 END; +1/2) (42 Active Points); Restrainable (-1/2) 0
11 6) The Shining Light Of Truth: Detect Untruth (Lies, Fictions, Falsehoods, Deceptions, Illusions, Disguises/Untrue Forms, By All Methods, Against Any Senses) , and 18- (Unusual Group), Discriminatory, Analyze, Range (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Visible (-1/4) 4
41 Divine Grace: Healing STUN 5d6, 16 Charges (+0), Trigger -Changing Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
10 Aerial Grace: +3 with DCV (15 Active Points); Linked (Angel Wings; -1/2)
10 Unafraid Of The Light: Sight Group Flash Defense (10 points) 0
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
7 Heavenly Light: Sight Group Images Increased Size (4" radius; +1/2), Reduced Endurance (1/2 END; +1/4) (17 Active Points); Only To Create Light (-1), No Range (-1/2) 1
Powers Cost: 200
Cost Skill
9 +3 with Angelic Abilities Attacks
4 KS: Christianity 14-
3 KS: Hymns 13-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
3 2) Language: Greek (idiomatic) (4 Active Points)
3 3) Language: Hebrew (idiomatic) (4 Active Points)
2 4) Language: Latin (idiomatic) (4 Active Points)
3 Oratory 15-
3 PS: Singing 15-
Skills Cost: 33
Cost Talent
3 Perfect Pitch (+1 To Singing)
22 Universal Translator 15-
Talents Cost: 25
Val Disadvantages
20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)
10 Accidental Change (to Monster): If Trapped Or Bound 11- (Uncommon)
10 Accidental Change (To Jezebel): When In Sexual Situations Or Alone With Males 11- (Uncommon)
15 Accidental Change (To Jezebel): When Around Alcohol, Bars or Clubs 11- (Common)
10 Distinctive Features: Beautiful, Winged Woman With Glowing Halo Of Light (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: vs. Blasphemy (Uncommon), go 11-, recover 14-
20 Enraged: When Lied To (Common), go 11-, recover 11-
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
5 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Memories Of Gloria, Jezebel, Lilith, Monster and Marie Multiforms (All the Time, Slightly Impairing)
20 Psychological Limitation: Completely Honest and Honorable (Common, Total)
15 Psychological Limitation: Merciful - Quick To Accept Surrender, Offer Assistance/Healing (Common, Strong)
10 Psychological Limitation: Easily Manipulated By Purported Christians (Uncommon, Strong)
15 Susceptibility: When Touched By Unholy Items/Symbols, 1d6 damage per Phase (Uncommon)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.65 m Hair: Blonde
Weight: 58.00 kg Eyes: Blue
Appearance: Angela’s features are an idealized version of Circe’s adult features, smoothed and flawless and with curlier hair. She wears a simple, modest white gown and is barefoot. She has large, white, feathered wings and is constantly surrounded by a halo of pure, white light.Quote:“Some things *are* black and white. Some things are good, and some are evil. When Judgment Day comes, you’ll see there is no such thing as gray where morals and truth are concerned.â€Circe #4 - Lilith
Val Char Cost
30 STR 20
23 DEX 39
20 CON 20
15 BODY 10
18 INT 8
18 EGO 16
30 PRE 20
12 COM 1
10/16 PD 4
10/16 ED 6
5 SPD 17
10 REC 0
40 END 0
40 STUN 0
9" RUN62" SWIM06" LEAP0Characteristics Cost: 167
Cost Power END
52 Infernal Body Weapons: Multipower, 52-point reserve
3u 1) Cloven Hooves: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (52 Active Points); Hand-To-Hand Attack (-1/2) 2
4u 2) Demonic Talons: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (52 Active Points); No Knockback (-1/4) 2
45 Hellfire Breatlh: Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Full Phase, -1/2), 8 Charges (-1/2)
4u 1) Hellfire Spread: Killing Attack - Ranged 3d6, Area Of Effect (10" Cone; +1) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), No Knockback (-1/4) 0
5u 2) Concentrated Hellfire: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); Extra Time (Full Phase, -1/2), No Knockback (-1/4) 0
7 Infernal Stamina: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
14 Scaly Skin: Armor (6 PD/6 ED) (18 Active Points); Visible (-1/4) 0
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
41 Hellish Vigor: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
5 Demon Eyes: Infrared Perception (Sight Group) 0
5 Demon Eyes: Nightvision 0
Powers Cost: 212
Cost Skill
12 +4 with Infernal Body Weapons and Grab
3 KS: Satanism, Demonology and Black Magic 13-
3 Mimicry 13-
3 Persuasion 15-
Skills Cost: 21
Val Disadvantages
20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)
10 Accidental Change (To Angela): In Response To Prayer 11- Each Phase (Uncommon)
10 Accidental Change To Jezebel): When In Sexual Situations Or Alone With Males 11- (Uncommon)
0 Accidental Change: When In Complete Darkness Or Bound Other Than By Magic Circle Always (Uncommon)
15 Distinctive Features: Demonic Mein - Scaly, Red Skin, Cloven Hooves, Fangs, Snakelike Eyes, Stench Of Brimstone (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Enraged: Berserk vs. Prayer (Other Than To Satan/Evil Entities) (Uncommon), go 11-, recover 14-
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
15 Physical Limitation: Can Be Bound By Magic Circles (Infrequently, Fully Impairing)
5 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Memories from Angela, Diana, Gloria and Marie Multiforms (All the Time, Slightly Impairing)
20 Psychological Limitation: Easily Manipulated Into Working With Evil People/Doing Evil Acts (Common, Total)
15 Psychological Limitation: Casual Killer (Common, Strong)
20 Susceptibility: vs. Prayer Or Holy Symbols/Objects, 2d6 damage per Phase (Uncommon)
10 Susceptibility: Touched By Holy Symbol/Substance, 1d6 BODY per Phase (Uncommon)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.70 m Hair: Blonde
Weight: 65.00 kg Eyes: Yellow, with black slit pupils
Appearance: Lilith combines obviously stereotypical ideas about demonic evil with Little Circe’s deep fear and hatred of snakes. Though her general facial structure resembles Circe’s adult appearance, one has to look closely to notice this. Lilith is a bit taller than adult Circe, though of the same general build. Her skin is dark red and covered with small, smooth scales like a snake. Her hair is a brighter blonde than Circe’s and hangs to her mid-back. Her fingers end in long, black talons and she has prominent fangs, like a vampire. A pair of small, curved horns jut from her forehead, right below the hairline. Her eyes are yellow with a black slit pupil, and her shapely legs are covered with wiry black fur from the knees down and end in black, cloven hooves. She wears a tight black dress with deep cleavage, high cut on the sides. Lilith gives off a faint sulfur odor all the time; this same odor is much more prominent whenever she uses her Hellfire Breath powers.Personality: The Lilith personality is almost a campy stereotype of evil – evil for evil’s sake. That pretty much sums up her personality, and her goals – she has no specific goals other than to cause misery and perform malicious acts. The GM is encouraged to play that up. Sometimes it’s fun to run into a villain who doesn’t have any noble characteristics or complex motives. The GM should make sure the players keep in mind, though, that this personality is still part of a generally good - though profoundly disturbed - person, because that awareness puts them in some dilemma as to how to handle Lilith.

 

Though not a master plotter, Lilith is extremely dangerous, given her lethal attacks and complete willingness to use them, unfettered by mercy or any concern for consequences. She will readily take hostages, kill innocents and set busloads of nuns on fire, either to give the heroes something to keep them busy, or just because.

Quote:“You *think* you know about evil. Let me show you what evil is all about.†p">Background: Circe #5 - Jezebel
Val Char Cost
10/40 STR 0
20 DEX 30
20 CON 20
15 BODY 10
18 INT 8
20 EGO 20
20 PRE 10
24 COM 7
5 PD 3
5 ED 1
5 SPD 20
6 REC 0
40 END 0
40 STUN 10
6" RUN02" SWIM02"/8" LEAP0Characteristics Cost: 139
Cost Power END
50 Seductive Ways: Mind Control 18d6, Reduced Endurance (1/2 END; +1/4) (112 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 4
24 Prehensile Hair: (Total: 65 Active Cost, 24 Real Cost) Extra Limbs (Hair) (1) (5 Active Points); Costs Endurance Each Phase In Use (-1/2) (Real Cost: 3) plus Stretching 3" (15 Active Points); Hair Only (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 7) plus +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); Only For Grab And To Maintain Hold - Does Not Do Squeeze Damage (-1), No Figured Characteristics (-1/2), Only with Extra Limbs (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 14) 2
22 Constriction: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense (Rigid Neck/Chest Armor, PD Force Field, Does Not Breathe; +1) (56 Active Points); No Range (-1/2), Linked (Prehensile Hair; -1/2), Must Obtain/Maintain Grab (-1/2) 2
41 Revitalized: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
5 Instant Fashion: Cosmetic Transform 2d6 (standard effect: 6 points) (Transform Clothing, Makeup and Hair As Desired), Improved Target Group - Any Clothing/Makeup/Hairstyle (+1/4) (12 Active Points); Limited Target - Clothing/Makeup/Hair Only (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2) 1
Powers Cost: 169
Cost Skill
40 +4 Overall
1 +1 with Grab
3 Acting 13-
3 Bribery 13-
3 Concealment 13-
3 Conversation 13-
3 KS: Millennium City Vice 13-
3 CK: Millennium City 13-
1 Language: Spanish (basic conversation)
3 Persuasion 13-
3 PS: Exotic Dancer 13-
4 PS: Prostitute 14-
3 Seduction 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
Skills Cost: 82
Cost Perk
10 10 Points Of Contacts Among Pimps, Prostitutes, Customers, Low-Level Criminals
Perks Cost: 10
Val Disadvantages
10 Accidental Change (To Lilith): When Angered or Enraged 8- (Common)
10 Accidental Change (To Diana): If Injured (Takes BODY Damage or 10+ STUN) 11- (Uncommon)
30 Accidental Change (To Big Circe): When Asleep/Unconscious Always (Very Common)
0 Accidental Change (To Monster): If Pinned, Bound, Tightly Grabbed Or Otherwise Feels Controlled Always (Uncommon)
0 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)
20 Distinctive Features: Oozes Sexuality (Concealable; Extreme Reaction (Either Extreme Lust or Disgust/Jealousy); Detectable By Commonly-Used Senses)
15 Enraged: When Struck (Common), go 11-, recover 14-
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
5 Hunted: Various Jealous Women 11- (Less Pow, Mildly Punish)
5 Hunted: Various Men She's Ripped Off 8- (Less Pow, Harshly Punish)
0 Physical Limitation: Does Not Retain/Cannot Access Memories From Other Multiforms (All the Time, Greatly Impairing)
15 Psychological Limitation: Habitually Manipulative (Common, Strong)
15 Psychological Limitation: Impulsive, Easily Influenced (Common, Strong)
20 Psychological Limitation: Promiscuous (Common, Total)
0 Psychological Limitation: Amoral (Common, Total)
0 Psychological Limitation: Attention-Seeking (Common, Strong)
0 Psychological Limitation: Enjoys Provoking Jealousy (Common, Strong)
15 Reputation: Prostitute, 11- (Extreme)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.65 m Hair: Blonde
Weight: 63.00 kg Eyes: Blue
Appearance: Jezebel shares Circe’s facial features, but hers are sharper and more perfect, without a single flaw. Her hair is also quite a bit longer, hanging past the small of her back, and her figure is much more rounded and sensual. She is perfectly (if perhaps a bit heavily) made-up and favors extremely revealing and provocative outfits consisting of miniskirts, black stockings, stiletto heels and sheer, low-cut blouses.Quote:“Am I up for some fun? Ohhhhh, yeah… any kind of fun you can imagine, and lots you probably can’t.â€Powers/Tactics: A note is in order regarding the listed defenses for Jezebel's Constriction NND attack. In addition to more standard "rigid neck and chest armor" and "PD Force Field", a listed defense is "Does Not Breathe". Not all forms of LS: Extended or Self-Contained Breathing qualify for this condition, as simply wearing an oxygen mask doesn't help much against an attack which compresses the chest so the lungs can't function. This defense refers to beings that truly don't have to breathe, such as robots, golems and undead characters.Circe #6 - Diana
Val Char Cost
30 STR 20
26 DEX 48
23 CON 26
15 BODY 10
13 INT 3
18 EGO 16
20 PRE 10
14 COM 2
14/34 PD 8
12 ED 7
5 SPD 14
10 REC -2
46 END 0
45 STUN 3
9"/24" RUN62" SWIM06" LEAP0Characteristics Cost: 171
Cost Power END
13 Ch'i Powers: Multipower, 30-point reserve, (30 Active Points); all slots Activation Roll 14- (-1/2), Costs Endurance (-1/2), 12 Charges (-1/4)
1u 1) Ch'i Theft: Transfer 2d6 (DEX to DEX) (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3
1u 2) Ch'i Wound: Drain DEX 3d6 (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3
1u 3) Ch'i Blow: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3
1u 4) Advanced Iron Skin: (Total: 30 Active Cost, 15 Real Cost) +20 PD (20 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) (Real Cost: 10) plus Damage Resistance (20 PD) (10 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) (Real Cost: 4) 3
1u 5) One With The Wind: Running +15" (9"/24" total) (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3
7 Warrior's Stamina: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
25 Ch'i Guidance: Find Weakness 12- with Martial Maneuvers 0
22 Spirit Bow: Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); Requires Two Hands (-1/2), Restrainable (-1/2), 8 Charges (-1/2), No Knockback (-1/4), Beam (-1/4) [8]
41 Fighting Chance: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
13 Iron Skin: Damage Resistance (14 PD/12 ED) 0
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
Powers Cost: 153
Cost Martial Arts Maneuver
16 +4 HTH Damage Class(es)
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs
5 Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 14d6 Strike
3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on
5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
4 Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab
Martial Arts Cost: 57
Cost Skill
10 +2 with HTH Combat
3 Acrobatics 14-
3 KS: Kung Fu 12-
3 Tactics 12-
Skills Cost: 19
Val Disadvantages
20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)
15 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)
15 Accidental Change (To Monster): When Hit With Attacks With "Fear" Special Effects 14- (Uncommon)
0 Accidental Change (To Big Circe): When In An Apparently-Safe Situation For 1/2 Hour Or More 14- (Common)
10 Distinctive Features: Martial Arts Style (Kung Fu) (Not Concealable; Noticed and Recognizable; Detectable By Large Group)
20 Enraged: vs. Those Who Threaten/Harm Innocents (Common), go 11-, recover 11-
25 Enraged: vs. Snakes, Insects, Spiders And Arthropods, Or Motif/Costumes Of Same (Common), go 14-, recover 11-
10 Enraged: vs Opponents Using Entangles And Other "Binding" Attacks (Common), go 8-, recover 14-
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
10 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Multiform Memories Other Than Those Of Big Circe and Little Circe (All the Time, Greatly Impairing)
20 Psychological Limitation: Protective Of Innocents (Common, Total)
15 Psychological Limitation: Extremely Aggressive In Combat, Quick To Repond With Aggression/Violent (Common, Strong)
0 Psychological Limitation: Distrusts Males (Common, Strong)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.83 m Hair: Blond
Weight: 85.00 kg Eyes: Blue
Appearance: Diana shares Circe’s general facial features, but hers are a bit rougher and more masculine. She is tall and muscular, with tanned skin and short, blonde hair. She wears a simple white tunic with a leather belt and boots that lace up to her knees.Quote:“You only *think* that hurts. If you don’t leave now, I’m going to show you what pain is really all about.â€Powers/Tactics: Diana’s abilities are for the most part self-explanatory. Her Spirit Bow ability causes shimmering energy in the shape of a bow and arrow to appear when she makes gestures as if loading and drawing a bow. Diana tends to make low, breathy sounds when invoking her ch’i Powers, but can do so in complete silence.Circe #7 - Gloria
Val Char Cost
10 STR 0
23 DEX 39
15 CON 10
15 BODY 10
18 INT 8
18 EGO 16
20 PRE 10
18 COM 4
6/21 PD 4
5/20 ED 2
5 SPD 17
5 REC 0
30 END 0
30 STUN 2
6" RUN02" SWIM02" LEAP0Characteristics Cost: 122
Cost Power END
121 Transmogrification: Variable Power Pool, 75 base + 46 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (167 Active Points); Limited Class Of Powers Available - Transform And Entangles Only (-1)
22 Faerie Magic Powers: Elemental Control, 44-point powers
15 1) Sparkles: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2) (45 Active Points); Not vs. Attacks She Does Not Perceive (-1/2) 0
15 2) Faerie Wings: Flight 18", Reduced Endurance (1/2 END; +1/4) (45 Active Points); Restrainable (Butterfly Wings) (-1/2) 2
15 3) Illusion: Hearing Group and Normal Sight Images Increased Size (8" radius; +3/4), +/-5 to PER Rolls (44 Active Points); Extra Time (Full Phase, -1/2) 4
41 Just Like New: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
6 Sharp Senses: +2 PER with all Sense Groups 0
Powers Cost: 262
Cost Skill
9 +3 with Transmogrification
4 KS: Nursery Rhymes And Fairytales 14-
3 Oratory and Storytelling 13-
Skills Cost: 16
Val Disadvantages
20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)
15 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)
0 Accidental Change (To Monster): When Hit With Attacks With "Fear" Special Effects 14- (Uncommon)
15 Accidental Change (To Jezebel): When Around Alcohol, Bars or Clubs 11- (Common)
10 Distinctive Features: Large, Pointed Ears and Surrounded By Multicolored "Sparkles" (Concealable Only By Changing Form), Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
10 Physical Limitation: Multiform Amnesia: Does Not Retain/Cannot Access Memories Of Multiforms Other Than Big Circe And Little Circe (All the Time, Greatly Impairing)
15 Psychological Limitation: Overconfident, Does Not Worry About Anything (Common, Strong)
10 Psychological Limitation: Hatred Of Snakes, Insects and Arthropods (Uncommon, Strong)
10 Psychological Limitation: A Sucker For A Sob Story, Always Trying To Fix Things/Situations, Cheer People Up (Uncommon, Strong)
15 Psychological Limitation: Flashy, Showy, Not The Least Bit Stealthy (Common, Strong)
15 Susceptibility: In Complete Darkness, 1d6 damage per Phase (Uncommon)
15 Vulnerability: 1 1/2 x STUN Unarmed Physical Strikes - Punches, Kicks, etc. (Very Common)
10 Vulnerability: 2 x STUN Attacks With "Darkness" Special Effect (Uncommon)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.62 m Hair: White
Weight: 65.00 kg Eyes: Blue
Appearance: Gloria looks like a much older, cheerier and more playful version of Big Circe – like Little Circe all grown up but not much changed in personality, and with large, bright-yellow butterfly wings that appear whenever she wants to fly. She has short, white hair and wears white slippers and a blousy white gown decorated with countless bright-colored gemstones. She is constantly surrounded by motes of light in all the colors of the rainbow, which circle around her in ever-changing orbits. These also function as her Force Field, which manifests as several of the light-motes converging at the point where an attack strikes her to deflect the impact.Quote:“Well, aren’t *you* a grouchy fellow. I think it’s time for you to go to time out!â€Powers/Tactics: Gloria is able to cause almost any imaginable form of transformation. She can turn rocks into gold, bears into rabbits, weapon foci into licorice, VIPER agents into glass figurines or annoying superheroes into action figures. She can also create objects, substances and entangling bonds from thin air, (relatively) permanently shrink people to mouse-size, grant intelligence to animals, turn mean people into nice ones, and just about anything else that she fancies, though she cannot Transform a person's spirit or soul. However, she is much more likely to transform people into funny or pretty forms than unpleasant ones – turning someone into a stuffed animal or painting is more her style than turning someone into a slug or a pile of buffalo chips – and she is not at all prone to create weapons or anything else likely to cause anyone harm. All of her Transforms can be reversed by having someone spend an entire turn consciously and honestly wishing for the Transformed item or being to turn back to its original form.Circe #8 - Marie
Val Char Cost
10 STR 0
15 DEX 15
15 CON 10
15 BODY 10
18 INT 8
18 EGO 16
18 PRE 8
16 COM 3
5 PD 3
5 ED 2
5 SPD 25
5 REC 0
30 END 0
28 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 100
Cost Power END
22 Ms. MacGyver: +9 with Science/Technical Skills (45 Active Points); Only To Counter NegativeSkill Roll Modifiers Due To Time, Equipment, Conditions, Combat Conditions, etc. (-1)
5 Mini Tool Kit: +3 with Technical Skills (15 Active Points); OAF (Mini-Tool Kit; -1), Costs Endurance (-1/2), Activation Roll (Chance To Have The Correct Tool For The Situation) 14- For An Unusual Item (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1
41 Reset: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
15 I'm Not Impressed: +30 PRE (30 Active Points); Only To Defend vs. PRE Attacks (-1)
14 Intuition: Precognitive Clairsentience (Sight Group And Normal Hearing) (45 Active Points); Precognition Only (-1), Limited Information Only - Sense The Best Course Of Action From Among Perceived Options (-1/2), Extra Time (Full Phase, -1/2), Activation Roll 15- (-1/4) 4
6 Alert And Perceptive: +2 PER with all Sense Groups 0
Powers Cost: 130
Cost Skill
20 +4 with all Intellect Skills
5 Analyze: Situation (Pros/Cons) 14-
5 Computer Programming 14-
5 Cramming
3 Criminology 13-
3 Cryptography 13-
9 Deduction 16-
5 Electronics 14-
3 Scholar
2 1) KS: Games and Puzzles (3 Active Points) 13-
2 2) KS: History (3 Active Points) 13-
2 3) KS: Internet Research (3 Active Points) 13-
2 4) KS: Library Research (3 Active Points) 13-
2 5) KS: News and Current Events (3 Active Points) 13-
2 6) KS: Philosohpy (3 Active Points) 13-
2 7) KS: Politics (3 Active Points) 13-
2 8) KS: Religion (3 Active Points) 13-
2 9) KS: State/Local Events and Public Figures (3 Active Points) 13-
2 10) KS: Trivia (3 Active Points) 13-
3 Linguist
1 1) Language: Arabic (fluent conversation) (2 Active Points)
0 2) Language: English (idiomatic) (4 Active Points)
1 3) Language: French (completely fluent) (3 Active Points)
1 4) Language: German (completely fluent) (3 Active Points)
1 5) Language: Greek (fluent conversation) (2 Active Points)
1 6) Language: Hindustani (fluent conversation) (2 Active Points)
2 7) Language: Japanese (completely fluent) (3 Active Points)
1 8) Language: Korean (fluent conversation) (2 Active Points)
1 9) Language: Latin (completely fluent) (3 Active Points)
1 10) Language: Russian (fluent conversation) (2 Active Points)
1 11) Language: Spanish (completely fluent) (3 Active Points)
1 12) Language: Vietnamese (fluent conversation) (2 Active Points)
3 Lockpicking 12-
3 Mechanics 13-
3 Paramedics 13-
3 PS: Accounting 13-
5 PS: Chess 15-
3 Scientist
2 1) SS: Anthropology 13- (3 Active Points)
2 2) SS: Archaeology 13- (3 Active Points)
2 3) SS: Biology 13- (3 Active Points)
3 4) SS: Chemistry 14- (4 Active Points)
2 5) SS: Engineering 13- (3 Active Points)
2 6) SS: Mathematics 13- (3 Active Points)
2 7) SS: Medicine 13- (3 Active Points)
2 8) SS: Pharmacology 13- (3 Active Points)
2 9) SS: Physics 13- (3 Active Points)
2 10) SS: Psychiatry 13- (3 Active Points)
2 11) SS: Psychology 13- (3 Active Points)
2 12) SS: Sociology 13- (3 Active Points)
2 13) SS: Zoology 13- (3 Active Points)
10 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Mountain, Urban) 13-
3 Tactics 13-
Skills Cost: 153
Cost Talent
3 Absolute Time Sense
5 Eidetic Memory
3 Lightning Calculator
6 Speed Reading (x100)
Talents Cost: 17
Val Disadvantages
20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)
10 Accidental Change (To Jezebel): When Men Show An Interest In Her 11- (Uncommon)
10 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 11- (Uncommon)
10 Accidental Change (To Monster): If Subjected To Emotion Attacks 11- (Uncommon)
5 Distinctive Features: Rigidly Formal Speech Pattern (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Distinctive Features: Unemotional Demeanor, Others Tend To View Her As Cold, Aloof, Arrogant Or Spooky (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
5 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Memories Of Monster Multiform (All the Time, Slightly Impairing)
15 Psychological Limitation: Intellectually Curious (Common, Strong)
20 Psychological Limitation: Overly Cautious, Considers All Options Before Making Decisions/Taking Action (Very Common, Strong)
15 Psychological Limitation: Suppresses Emotions (Common, Strong)
25 Susceptibility: vs. Mental Powers Defined w/ Emotion Special Effects, 3d6 damage per Phase (Uncommon)
10 Vulnerability: 1 1/2 x Effect vs. Drugs/Toxins (Common)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.65 m Hair: Blonde
Weight: 58.00 kg Eyes: Blue
Appearance: Circe’s Marie persona looks a great deal like Circe, though more pale and with a shorter, more severe hairstyle (something like a longer bowl cut) and silver wire-rim glasses. She favors nondescript but very neat outfits, typically a well-pressed blouse and slacks, and always has a pen or mechanical pencil nearby, in addition to her mini-tool kit.Quote:“Give me a few moments… I’ll come up with something.â€Powers/Tactics: Marie's Ms MacGyver abilities (Diana's coined name for Marie, inspired by the famous TV adventurer) can let her pull off truly astounding feats, such as rigging up useful chemical concoctions from household substances, jury-rigging a trap or weapon, or instantly identifying the right password to access a computer file based on cryptic clues. Her mini-tool kit (a belt-pack of micro-tools which rolls up for easy storage at the small of her back, much like a fanny pack) contains a wide variety of basic tools and useful items, such as tweezers, small screwdrivers and chisels, a magnifying lens, lock picks, small tubes of machine oil, fingerprint dust, etc. There's a basic 14- chance she will have any items needed for a given situation, or a reasonable substitute (the lesser value for Activation Roll reflects the fact that the kit will reliably include certain very basic items, such as those listed).Circe #9 - Monster
Val Char Cost
60 STR 50
17 DEX 21
30 CON 40
20 BODY 20
5 INT -5
18 EGO 16
40 PRE 30
0 COM -5
20 PD 8
15 ED 9
5 SPD 23
18 REC 0
60 END 0
65 STUN 0
6" RUN02" SWIM015" LEAP3Characteristics Cost: 210
Cost Power END
15 Monstrous Stamina: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR
53 Monstrous Claws: Killing Attack - Hand-To-Hand 3d6 (5 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (79 Active Points); Restrainable (-1/2) 3
41 Monstrous Recovery: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]
17 Monstrous Toughness: Damage Resistance (20 PD/15 ED) 0
27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0
27 One With The Dark: Spatial Awareness (Unusual Group), Discriminatory 0
Powers Cost: 180
Cost Skill
4 +4 with Monstrous Claws
Skills Cost: 4
Val Disadvantages
20 Accidental Change: To Little Circe If Unconscious Always (Uncommon)
25 Accidental Change: When Out Of Combat Or Deep Darkness For One Minute Or More Always (Common)
30 Enraged: vs. Those Who Harm Innocents (Common), go 14-, recover 8-
20 Enraged: When Present Because Another Form Was Injured, Bound Or Subjected To Pain Or Fear (Common), go 14-, recover 14-
20 Distinctive Features: (Concealable Only By Changing Form; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
10 Physical Limitation: Multiform Amnesia - Does Not Retain Memories Of Multiforms Other Than Big And Little Circe, And Circumstances That Triggered Accidental Change From Other Forms (All the Time, Slightly Impairing)
15 Psychological Limitation: No Qualms Against Using Lethal Force (Common, Strong)
15 Psychological Limitation: Completely Protective Of Children And Animals (Uncommon, Total)
5 Vulnerability: 1 1/2 x STUN vs. Light-Based Attacks (Common)
Disadvantage Points: 200

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 394

Height: 2.10 m Hair: Blonde
Weight: 136.00 kg Eyes: Blue
Appearance: Monster is the Multiform that looks least like Circe. Covered with thick, shaggy, honey-blonde fur, this hulking form is nearly 7 feet tall and is barely recognizable as female, or even human. Circe’s distinctive blue eyes are barely visible through the fur; observers are much more likely to notice her hugs hands, with long, powerful fingers ending in sharp, black talons.
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Re: Sharing the Wealth (Nods to Enforcer84)

 

Always interesting to see how someone's professional background influences character design. ;)

 

I like Circe. Interesting take on multiform.

 

Thank you. A lot of this is inspired by some of my professional work - I specialize in treating survivors of trauma, and have worked with a few individuals with Dissociative Identity Disorder over the years. This was an interesting opportunity to put some of that knowledge to work in a different way.

 

I should note, as an aside, that while there have been other attempts to do Champions characters with DID, I've never been particularly impressed by the ones I've seen in the published materials. Comics have generally also done a pretty poor job, though there are three real exceptions that come to mind. The first was Crazy Jane, from Grant Morrison's superb run on DOOM PATROL. That's definitely the one that inspired me to give things a go, resulting in Circe. The second DID character in comics that I'd say was presented well was Typhoid Mary, both at points in Ann Nocenti's run as scripter on DAREDEVIL and, more recently, when she appeared during Brian Michael Bendis' run on the book. Finally, Gail Simone did a bang-up job with a DID variant in her recent, six-issue ROSE AND THORN miniseries. All these books are strongly recommended.

 

For the record, while I thought Peter David's DID take on the Hulk was interesting, I don't feel it is very clinically accurate even by comic standards. I'm sure David would say he ranks telling an interesting and entertaining story above writing it to match facts, but I'd point to the works I listed above as examples that one can do *both*, rather than having to settle for either/or.

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Re: Character #28 - Circe

 

This particular character is among the ones of which I am most proud. I've used her in a couple of different campaigns' date=' and she's always been well-received. Beyond that, she is a fairly unusual character, and I'm very pleased with how well the game mechanics represent the desired concept and effects in this particular case. [/quote']

 

Great job on Circe, though it might be a bit tricky to remember all those accidental changes. :) It reminds me of one of my characters in a game at Hero Central, though being built on 50+50 to start with she's constructed quite differently and doesn't have nearly as many different personalities.

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Re: Character #28 - Circe

 

Great job on Circe' date=' though it might be a bit tricky to remember all those accidental changes. :) It reminds me of one of my characters in a game at Hero Central, though being built on 50+50 to start with she's constructed quite differently and doesn't have nearly as many different personalities.[/quote']

 

I'd be interested in hearing more about your character. Is the game she's in a heroic or super-heroic one?

 

As far as remembering the accidental changes, one really only has to keep in mind the ones relevant to whatever form she is in at the moment - but I did find it a bit of a challenge keeping track of nine different character sheets for a single character.

 

Thanks for the kind words.

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