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Sharing the Wealth (Nods to Enforcer84)


JeffreyWKramer

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Character #33 - ShiftThe character this time around is another of V'han's special super-ops folk, this time an espionage-flavored one... a shapechanger with some other self-alteration powers thrown into the mix. Shift is, in fact, an unusually-gifted member of a race possessing natural shapeshifting abilities and psionic resistance, though Shift has powers beyond those common to that race due to mutagenic experiments conducted by the Empire. Enjoy! As always, comments are welcome.ShiftPlayer: NPC (Minion of Istvatha V'han)

Val Char Cost
20 STR 10
26 DEX 48
25 CON 30
10 BODY 0
23 INT 13
18 EGO 16
15 PRE 5
10 COM 0
12 PD 8
12 ED 7
6 SPD 24
9 REC 0
50 END 0
40 STUN 7
6" RUN02" SWIM014" LEAP0Characteristics Cost: 168
Cost Power END
90 Metamorphic Ability: Shape Shift (Sight, Mental, Hearing, Smell/Taste and Touch Groups, any shape), Cellular, Imitation, Instant Change, Makeover, Costs END Only To Change Shape (+1/4) (90 Active Points) 7
60 Biomorphic Powers: Variable Power Pool, 40 base + 20 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); Only Body Alteration Powers And Mutant/Mutagenic Powers or Species Abilities Possessed By Imitated Individuals (-1/2)
0 1) Long Reach: Stretching 3" (15 Active Points) Real Cost: 15 1
0 2) Body Blades: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR) (25 Active Points) Real Cost: 25 2
0 3) Hardened Fist: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 25 1
0 4) Armor Up: Armor (8 PD/8 ED) (24 Active Points); Visible (Rock-Like or Metallic Skin) (-1/4) Real Cost: 19 0
0 5) Repair Wounds: Healing BODY 4d6 (40 Active Points); Self Only (-1/2) Real Cost: 27 4
0 6) Chameleon: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Chameleon (-1/2) Real Cost: 17 [Notes: Using the same concept, Shift can also use this VPP to provide bonuses to skills such as Concealment and Stealth] 2
0 7) Internal Air Bladder: Life Support (Extended Breathing: 1 END per 20 Minutes) (4 Active Points) Real Cost: 4 0
0 8) Parawing Arms: Gliding 10" (10 Active Points); Restrainable (-1/2) Real Cost: 7 0
0 9) Enhanced Leg Musculature: Leaping +10" (14" forward, 7" upward) (10 Active Points) Real Cost: 10 1
0 10) The Right Tool...: Lockpicking 17- (9 Active Points); Costs Endurance (-1/2) Real Cost: 6 [Notes: Shift essentially extends a finger into the lock, shifting tumblers to open it. Shift can also use this ability to have the right "tools" available for various technological skills.] 1
0 11) Expanded Olfactory Canal: (Total: 25 Active Cost, 25 Real Cost) +5 PER with Smell/Taste Group (Real Cost: 10) plus Discriminatory with Normal Smell (Real Cost: 5) plus Tracking with Taste Group (Real Cost: 10) Real Cost: 25 0
51 Energy Pistol: Multipower, 61-point reserve, all slots 32 Charges (+1/4) (76 Active Points); all slots IIF (Phase-Shifted Pistol; -1/4), Beam (-1/4)
3u 1) High-Intensity Setting: Killing Attack - Ranged 4d6 (60 Active Points); No Knockback (-1/4), IIF (Phase-Shifted Pistol; -1/4), Beam (-1/4) 0
4u 2) Low-Intensity Setting: Energy Blast 7d6, AVLD vs. ED Force Field/Force Wall (+3/4) (61 Active Points); IIF (Phase-Shifted Pistol; -1/4), Beam (-1/4) 0
60 Matter/Dimensional Shifting Powers: Multipower, 60-point reserve
3u 1) Phase Shifting: Desolidification (affected by ED Force Fields/Force Walls), Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points); Both Characters Must Stay In Touch Range For Other To Remain Desolid (-1) 6
6u 2) Micro-Shift: Shrinking (0.0278 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB) (60 Active Points) 6
6u 3) Spatial Shift: Teleportation 20", x16 Noncombat, x2 Increased Mass (60 Active Points) 6
20 Teleportation Targeting Devices: Teleportation: Floating Fixed Location (5 Locations) (25 Active Points); IIF (Disguised "Coins"; -1/4) 0
30 Hidden Mind: Invisibility to Mental Group , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Always On (-1/2) 0
33 Shielded Mind: Mental Defense (25 points total), Hardened (+1/4), Inherent (+1/4) (33 Active Points) 0
25 Adaptable Biology: Power Defense (20 points), Inherent (+1/4) (25 Active Points) 0
29 Bio-Sense: Detect Biological Data 18- (Sight Group), Discriminatory, Analyze, Microscopic (x100), Rapid (x100), Tracking (36 Active Points); Concentration (1/2 DCV; -1/4) 0
22 Linguistics Nano-Neuroimplants: Universal Translator 16-
Powers Cost: 442
Cost Skill
30 +3 Overall
3 Acrobatics 14-
7 Acting 14-
3 Bureaucratics 12-
9 Computer Programming 17-
3 Concealment 14-
5 Conversation 13-
20 Cramming x4
3 Cryptography 14-
7 Electronics 16-
3 Scholar
1 1) KS: Earth (2 Active Points) 11-
1 2) KS: Enemies of The Empress V'han and The Empire (2 Active Points) 11-
2 3) KS: The Empress V'han (3 Active Points) 14-
2 4) KS: V'hanian Empire (3 Active Points) 14-
3 CuK: R'Vak 14-
5 Persuasion 13-
17 Power - Shapeshifting 21-
4 PS: V'hanian Intelligence Operative 15-
7 Security Systems 16-
3 Seduction 12-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Stealth 14-
7 Systems Operation 16-
4 WF: Beam Weapons, Small Arms
Skills Cost: 158
Cost Perk
7 Fringe Benefit: Security Clearance
Perks Cost: 7
Cost Talent
5 Eidetic Memory
10 Resistance (10 points)
Talents Cost: 15
Val Disadvantages
15 Accidental Change (To Natural Form): If Takes BODY Damage 11- (Common)
15 Enraged: If Grabbed/Grappled (Common), go 11-, recover 14-
20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Tyrannon 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
10 Psychological Limitation: Playful - Enjoys Teasing/Taunting/Tricking Opponents (Common, Moderate)
25 Psychological Limitation: Fanatically Loyal To the Empress V'han (Very Common, Total)
10 Reputation: Agent Of V'han, 8- (Extreme on Earth)
15 Susceptibility: When Any Drain/Transfer Attack Does Damage Exceeding Power Defense, 3d6 damage Instant (Uncommon)
10 Vulnerability: 2 x STUN Attacks With Phasing/Dimensional Special Effects (Uncommon)
Disadvantage Points: 150

Base Points: 600Experience Required: 40Total Experience Available: 40Experience Unspent: 0Total Character Cost: 790

Height: 1.78 m Hair: N/A
Weight: 79.00 kg Eyes: Green
Appearance: Like all R'Vak, Shift is a genderless, hairless being with pale green skin and pupilless green eyes. In natural form, Shift dresses in a simple but functional grey tunic, pants and boots, and a hood that hides all facial features other than the eyes.Personality: Like all R'Vek, Shift has very little in the way of distinctive personality traits other than a fanatic desire to serve the wishes of the Empress V'han. The R'Vek don't even use words like "I" or "me" when referring to themselves as individuals, preferring instead "this one." However, Shift's behavior does suggest a liking for taunting and fooling opponents. Shift tends to be very quiet, but can behave quite gregariously when acting a role requiring socialization and conversation.Quote:"This one has completed the mission for the glory of her Worship, the Empress-Goddess Istvatha V'han. This is all that matters."Background: The R'Vak are a strange, alien race native to one of the more backwater dimensions ruled by the Empress Istvatha V'han. A communal species in which individual identity is virtually nonexistent, they believe the Empress is the figure referenced in an anciet prophecy and destined to usher in an era of greatness for the R'Vak, and they thus literally worship her as a living goddess and have sworn themselves entirely to her service. Since they are a race of shapeshifters, this has turned out to be a very good thing for the Empress.

 

All of the R'Vek have extensive abilities to alter their form. Most can only mimic more or less humanoid forms, but some can take virtually any form and manifest unusual abilities based on their altered forms, and a few can alter themselves down to the genetic level. They are also naturally resistant to telepathy, mind control and other mind-affecting powers. These qualities have made the R'Vek a valuable component in the Empire's intelligence forces, which has itself provided the nickname by which their race is often referred - Infiltrators.

 

The R'Vek now called Shift was once merely a particularly skilled shapeshifter who readily agreed to take part in a series of experimental treatments intended to give him more extensive abilities. Although these treatments caused the death of three other R'Vek they were tried upon, they were a success in Shift's case, granting greater and different powers than those possessed by any other R'Vek. These powers make Shift suitable for much more than infiltration work, and naturally resulted in an assignment with the Empire's elite force of superhuman operatives. Shift has been a great asset on espionage missions and ones where subtlety is required.

Powers/Tactics: Some of Shift's abilities are native to the R'Vek species, though Shift is more skilled with them than are most other R'Vek. Shift is a skilled and versatile shapeshifter, able to take virtually any form, though always remainging more or less human-sized. This is the single power Shift relies upon most, as it is broadly useful in performing covert surveillance, impersonating others and infiltrating secure settings in order to gather information, commiting acts of espionage and performing many other typical missions, and also because Shift can maintain an assumed form for long periods of time without effort or fatigue. Shift is able to change mental and genetic structure in order to appear as a member of another species; further, Shift's Bio-Sense provides information about individual genetic structure, finger and retina prints, bio-signs, and other biological markers which allow impersonation of specific individuals at the genetic level. This ability even allows Shift to manifest limited versions of any superhuman powers an impersonated individual might have which are due to natural mutation, mutagenic alterations to the individual's genome or physical functioning or the natural genetics of that individual's species, but Shift must take the form of a specific, previously-Bio Sensed individual in order to manifest powers of this sort. More generally, the Biomorphic Powers VPP allows Shift to manifest a variety of powers based on changes in physical form/shape, structure or material. Several example powers are listed along with the VPP. Shift also has the exceptional, natural resistance to mental powers which is common to almost all R'Vek.

 

Beyond Shift's shapeshifting and other species abilities, the experiments conducted by V'han's scientists granted Shift the ability to shrink to a very small size, become immaterial and move instantaneously via brief extradimensional shifting. This last ability is enhanced by small devices which look like normal Earth coins but are actually teleport homing-beacons, which act as floating fixed locations. Shift also utilizes an energy pistol that is shifted into extradimensional space most of the time, but can be called into normal space, via phase-shifting implants, as desired. The pistol also shifts back into extradimensional space if it is grabbed, dropped or otherwise leaves Shift's hand. The pistol is listed as an IIF because while obvious when in normal space, it is usually not obvious (or even present, though extremely careful scanning will note the implanted phase-shift microcircuitry in Shift's left hand/arm), and it is functionally inaccessible to grabs and other attempts to steal it away from Shift. At the same time, the pistol functions as an OAF in terms of being restricted by Grabs and Entangles, and it can be damaged just like any accessible focus. If it is destroyed, Shift can eventually replace the pistol, though this task is very difficult outside V'han's realms.

 

Shift is also an extremely well-trained espionage agent, possessing a wide variety of skills and able to temporarily master the basics of several subjects at once via study (Cramming), and has received neural-linguistic implants common in the Empire, which allow for easy communication in almost any language.

 

Shift generally tries to avoid combat beyond whatever is absolutely necessary to complete a mission or escape capture. If forced to fight, Shift will attempt to gain surprise and sow confusion by shrinking, phasing through walls and floors, and attempting surprise maneuvers via stretching, suddenly turning a fist into a blade or other such tricks. Shift generally plans for infiltration missions by closely studying a number of individuals in the target setting, and will freely take the form of any such individuals - possibly including allies of known heroes in the area - in attempt to throw off pursuit.

Campaign Use: PCs are most likely to encounter Shift performing some espionage or intelligence-gathering mission in service to the Empire, or while investigating some act of espionage which has occurred. Stories involving Shift are likely to involve mystery elements more than fighting, and the most challenging aspect of an adventure involving Shift will likely be identifying and finding the elusive shapeshifter. Shift might also be assigned to learn about characters who are seen as a possible threat to V'han's plans of conquest, and might do this by temporarily taking the place of a PC's loved one, a team NPC or employee, or a trusted ally.

 

To make Shift less powerful, reduce the overall levels, the points in mental defenses and Power Defense, drop the energy pistol and/or reduce the sizes of the VPP and Multipower. One shouldn't drop the Multipower entirely, though, as doing so makes Shift essentially indistinct from other shapeshifting villains such as Masquerade. Shift can be made more powerful simply by upping the size of the VPP, improving skills and adding some Overall Skill levels, levels with the pistol or HTH combat levels, but one should be wary of making Shift into too much of a combat-oriented character.

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Character #34 - Lord DarkThe character for today is another of V'han's operatives, a minor noble with extensive magical darkness powers. I'm rather fond of both this fellow and his rival/counterpart, who will be the next one I present. As always, comments are appreciated, and quite welcome. And now, presented for your enjoyment: Lord Dark. Lord DarkPlayer: NPC (Agent of Istvatha V'han)

Val Char Cost
20/40 STR 10
23 DEX 39
20/40 CON 20
15 BODY 10
18 INT 8
20 EGO 20
20/40 PRE 10
20 COM 5
14/28 PD 10
14/28 ED 10
5 SPD 17
8/36 REC 0
40/80 END 0
35/55 STUN 0
6"/12" RUN02" SWIM04"/8" LEAP0Characteristics Cost: 159
Cost Power END
20 Nocturnal Might: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); Only From Dusk Until Dawn (-1/2)
27 Nocturnal Might: +20 CON (40 Active Points); Only From Dusk Until Dawn (-1/2)
13 Nocturnal Might: +20 PRE (20 Active Points); Only From Dusk Until Dawn (-1/2)
7 Notcurnal Might: +10 PD (10 Active Points); Only From Dusk Until Dawn (-1/2)
7 Nocturnal Might: +10 ED (10 Active Points); Only From Dusk Until Dawn (-1/2)
7 Nocturnal Might: Damage Resistance (10 PD/10 ED) (10 Active Points); Only From Dusk Until Dawn (-1/2) 0
27 Notcurnal Might: +20 REC (40 Active Points); Only From Dusk Until Dawn (-1/2)
12 Nocturnal Swiftness: Running +6" (6"/12" total), Reduced Endurance (0 END; +1/2) (18 Active Points); Only From Dusk Until Dawn (-1/2)
220 Master Of Darkness: Multipower, 176-point reserve, all slots Difficult To Dispel (x2 Active Points; +1/4) (220 Active Points)
18m 1) Create Darkness: Darkness to Sight Group 6" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (90 Active Points) 7
13m 2) Darkbolt: Energy Blast 9d6, Affects Any Form of Desolidification (+1/2), No Normal Defense (Darkness Powers, Demonic/Unholy Powers; +1) (112 Active Points); Only From Dusk Until Dawn (-1/2), Not In Well-Lit Areas (-1/4) 11
8u 3) Curse Of The Creeping Darkness: Darkness to Sight Group 2" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4), Ranged (+1/2), Uncontrolled (Can Be Ended By One Full Phase Of Direct Sunlight Or Equally Intense Light Generated Outside The Darkness) (+1/2), Sticky (+1/2), Usable As Attack (+1) (80 Active Points) 7
4u 4) Binding Darkness: Entangle 4d6, 5 DEF (Larger Wall (+1"), Stops A Given Sense Group Sight Group), Sticky (+1/2) (85 Active Points); Susceptible - 1 Phase Direct Sunlight Or Equally-Intense Light (-1/2), Vulnerable To Light Attacks (-1/2) 8
6u 5) Continuing Darkness: Sight Group Flash 4d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (Can Be Ended By One Full Phase Of Direct Sunlight Or Equal Intensity Light or Destroying the Physical Manifestation) (+1/2), Sticky (+1/2), Continuous (+1) (75 Active Points); Physical Manifestation (-1/4) 0
4u 6) Fear Of The Dark: Drain PRE 5 1/2d6, Ranged (+1/2) (82 Active Points); Only Against Targets In Darkness (-1/2), Only From Dusk Until Dawn (-1/2) 8
4u 7) Creature Of Darkness: Transfer 4d6 (STUN To Any Darkness Power, STR or END), Can Transfer Maximum Of 40 Points, Variable Effect (To) Any Darkness Power, STR or END, One At A Time (+1/4) (85 Active Points); Only From Dusk Until Dawn (-1/2), Only Against Targets In Darkness (-1/2) 8
14m 8) Darkness Trumps Light: Suppress Light Powers 20d6, Any Light PowerOne At A Time (+1/4) (125 Active Points); Only From Dusk To Dawn (-1/2), Not In Well-Lit Areas (-1/4) 12
6u 9) Shadow Images: Sight Group Images Increased Size (8" radius; +3/4), +/-8 to PER Rolls, Costs END Only To Activate (+1/4), Uncontrolled (Dispelled By Direct Sunlight/Intense Light) (+1/2) (85 Active Points); Only In Darkness/Shadow (-1/2) 8
3u 10) Shadow Form: Desolidification (affected by Light-Based Attacks, Bright Light), Costs END Only To Activate (+1/4), Usable Simultaneously (up to 4 people at once; +3/4) (80 Active Points); All Receiving Power Must Stay Touching Lord Dark (-1), Cannot Pass Through Solid Objects (-1/2) 7
4u 11) Solid Darkness I: Force Wall (12 PD/12 ED; 6" long and 4" tall) (Opaque Sight Group) (86 Active Points); Only From Dusk Until Dawn (-1/2), Vulnerable To Light Attacks (-1/2) 9
13m 12) Solid Darkness II: Major Transform 6d6 (Shadows/Darkness Into Simple Solid Objects, Healed (Dispelled) By 1 Minute Of Direct Sunlight Or Equally Bright Light), Improved Target Group - Simple Objects (+1/2) (135 Active Points); Vulnerable To Light Attacks (-1/2), Only From Dusk Until Dawn (-1/2) 13
2u 13) Dark Rejuvenation: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Self Only (-1/2), Only From Dusk Until Dawn (-1/2), Only In Darkness/Shadow (-1/2), Does Not Work On Light Damage (-1/4) 5
2u 14) Hide In Shadows: Invisibility to Sight and Mystic Groups , No Fringe (35 Active Points); Limited Power Only In Darkness/Shadows (-1/2) 3
4u 15) Shadowed Mind And Soul: Invisibility to Mental and Mystic Groups , No Fringe, Reduced Endurance (0 END; +1/2) (37 Active Points) 0
11m 16) Shadow Walking: Teleportation 33", x4 Increased Mass, x8 Noncombat (86 Active Points); Only From and To Darkness/Shadow (-1/2) 9
17m 17) Darksense: Detect Areas Of Darkness/Shadow 17- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic (+49 versus Range Modifier) (86 Active Points) 0
6u 18) Shadow Scrying: Clairsentience (Sight And Hearing Groups), Mobile Perception Point (can move up to 6" per Phase), Costs END Only To Activate (+1/4), Increased Maximum Range (27,500"; +3/4) (70 Active Points); Only In Shadows/Darkness And Only To View Within/From Areas Of Shadow/Darkness (-1/4) 6
25 Shadow Weapons: Multipower, 30-point reserve, Costs END Only To Activate (+1/4) (37 Active Points); all slots Physical Manifestation (-1/4), Not In Direct Sunlight/Bright Light (-1/4)
2u 1) Shadow Sword: Killing Attack - Hand-To-Hand 2d6 (3d6+1 / 4d6 w/STR) (30 Active Points); Physical Manifestation (-1/4), Not In Direct Sunlight/Bright Light (-1/4) 3
1u 2) Shadow Staff: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Physical Manifestation (-1/4), Not In Direct Sunlight/Bright Light (-1/4) 3
39 Greater Darkness Mastery: Variable Power Pool, 30 base + 9 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); Only To Boost or Or Apply Adders/Power Advantages to Master of Darkness Powers or Shadow Weapons Multipower (-1); all slots Only From Dawn To Dusk (-1/2) [Notes: To determine whether or not a given effect will fit into a specific slot of the Master of Darkness Multipower, refigure that slot with the desired active points, Adders and/or Advantages and determine if the total increase in Active Points is 30 points or less; if so, it fits. In many cases, Lord Dark cannot apply this ability if he uses a specific Multipower slot at full active points. Some possible effects include the following:Slot #3 - Adding another Sense Group or an Unusual Sense (such as Spatial Awareness) to the Darkness = 20 pts, adding a specific, normal Sense = 12 pts.Slot #4 - Adding Affects Desolid (or another +1/2 Advantage) - 29 points; Adding +2d6 BODY, 2 DEF to the Entangle = 30 pts.Slot #6 - Adding Affects Desolid costs 28 pts. Slot #7 - Applying the Transferred points to two Powers/Characteristics Simultaneously (or any other +1/4 Advantage) - 17 pts; a +1/2 Advantage = 34 points, and so would not fit into this VPP. Upping the Transfer to 5d6 (which would also up the Max Points by +6) = 19 pts.Slot #11 - Making the Force Wall Opaque to another Sense Group = +10 pts, two more groups = +20, 3 groups = +30.Shadow Weapons Multipower - One can apply a total of +1 in Advantage to the MP, such as Armor Piercing and Affects Desolidified, for +30 pts.]
7 Cape: Multipower, 15-point reserve, (15 Active Points); all slots OAF (Cape; -1)
1u 1) Tangle: Entangle 1d6, 2 DEF (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (Cape; -1), No Range (-1/2), Lockout (-1/2), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4) [1 rc]
1u 2) Drape: Sight Group Flash 2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (Cape; -1), No Range (-1/2), Can Be Missile Deflected (-1/4) 0
1u 3) Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only For Strike and Disarm (-1), OAF (Cape; -1), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
1u 4) Defensive Flourish: Armor (5 PD/5 ED) (15 Active Points); OAF (Cape; -1), Activation Roll 12- (-3/4) 0
5 Darksight: Nightvision 0
10 One With The Night: Spatial Awareness (Unusual Group), +4 to PER Roll (26 Active Points); Only In Shadows/Darkness (-1), Only From Dusk To Dawn (-1/2) 0
22 Neural-Linguistic Nanoimplants: Universal Translator 15-
Powers Cost: 594
Cost Skill
12 +4 with Lord Of Darkness Multipower Attacks
10 +2 with HTH Combat
10 +1 Overall
3 Acrobatics 14-
3 Acting 13- (17-)
3 Concealment 13-
3 Conversation 13- (17-)
3 High Society 13- (17-)
3 Oratory 13- (17-)
3 Persuasion 13- (17-)
11 Power - Darkness Powers 17-
3 Riding 14-
3 Seduction 13- (17-)
3 Shadowing 13-
5 Stealth 15-
4 WF: Blades, Capes/Cloaks, Off Hand, Staffs
3 Scholar
2 1) KS: Art (3 Active Points) 13-
1 2) KS: Drama (2 Active Points) 11-
2 3) KS: Earth's Dimension (3 Active Points) 13-
1 4) KS: Fashion (2 Active Points) 11-
1 5) KS: Literature (2 Active Points) 11-
2 6) KS: Magic and Sorcery (3 Active Points) 13-
1 7) KS: Music (2 Active Points) 11-
1 8) KS: Other Dimensions (2 Active Points) 11-
3 9) KS: V'hanian Empire (4 Active Points) 14-
3 10) KS: V'hanian Empire Nobility and Heraldry (4 Active Points) 14-
4 11) KS: Varandis III - History, Nobility and Heraldry, Culture (5 Active Points) 15-
1 12) KS: Vhanian Imperial Law (2 Active Points) 11-
3 CuK: V'hanian Empire Cultures 13-
3 Jack of All Trades
2 1) PS: Bodyguard (3 Active Points) 13-
3 2) PS: Boudoir Technique (4 Active Points) 14- (18-)
3 3) PS: Courtier (4 Active Points) 14- (18-)
2 4) PS: Noble (3 Active Points) 13- (17-)
2 5) PS: Painter (3 Active Points) 13-
2 6) PS: V'hanian Agent (3 Active Points) 13-
Skills Cost: 127
Cost Perk
2 Fringe Benefit: Member of the Lower Nobility
10 Money: Wealthy
2 Reputation: Noble Hero (A large group (V'hanian Empire) 8-, +2/+2d6
Perks Cost: 14
Val Disadvantages
20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Tyrannon 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Psychological Limitation: Disdain For Firearms/Modern Weapons (Very Common, Strong)
15 Psychological Limitation: Honorable; Keeps His Word, Fulfills Promises/Oaths (Common, Strong)
15 Psychological Limitation: Lecherous (Common, Strong)
20 Psychological Limitation: Loyalty To The Empress V'han, Agrees With/Supports Her Goals (Very Common, Strong)
10 Psychological Limitation: Mood Swings - Energetic By Night, Gloomy and Lethargic By Day (Common, Moderate)
10 Psychological Limitation: Noblesse Oblige (Common, Moderate)
10 Psychological Limitation: Vain and Petty (Common, Moderate)
15 Reputation: Agent Of V'han, 11- (Extreme on Earth)
5 Rivalry: Professional (Lady Day; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Susceptibility: In Direct Sunlight, 2d6 Drain vs. Darkness Powers per Phase (Uncommon)
Disadvantage Points: 190

Base Points: 600Experience Required: 104Total Experience Available: 104Experience Unspent: 0Total Character Cost: 894

Height: 1.82 m Hair: Black
Weight: 98.00 kg Eyes: Dark Grey
Appearance: Lord Dark is a tall, very muscular man with long, black hair that falls in curly ringlets around his face and down to the middle of his back, and a neat, closely-trimmed beard and mustache. He appears extremely healthy and fit, despite his very pale skin color. He dresses expensively, stylishly and in black, save the occasional silver buckle or bit of jewelry. His typical outfit consists of a frilly, loose-sleeved, silk tunic, cut to show off his broad but hairless chest; tight-fitting black leather pants and knee-hight boots; wide black leather gauntlets; and a short, heavy black cape which is normally fastened with an ornate sliver-and-onyx brooch but which he can utilize Off Hand along with the sword, to gain a +1 DCV in HTH combat or for any of the other effects described under his Cape Multipower.Personality: Lord Dark's personality is one of contrasts. One one side, he is self-centered, vain and prone to taking offense at the most minor things; on the other hand, he has a strong sense of honor and feels a sense of duty to help out the less privileged and the "common folk." There is also a very notable contrast in Lord Dark's moods during the day and at night; by day, he is lethargic, moody and tends to be short with others, while at night he is energetic, vibrant and witty (though even then by night humor tends to have a rather sharp edge to it). He is also very much a letch - though never a cad (as he often tells the ladies, "Gentlemen never tell, and even my worst enemies will admit that I am at all times a gentleman."). Aside from women, the arts of love and the intrigues of the court, Lord Dark's primary interests are artistic; he enjoys the theatre, fine literature, good music and art, and is himself an accomplished painter. He specializes in portraiture, nudes, abstracts and landscapes, and often combines these elements to unusual - but powerful - effect.

 

Lord Dark is personally loyal to the Empress V'han. He sees her as an excellent and worthy ruler, supports her goals and very much agrees with the idea that firm rulership is necessary to prevent social chaos and to protect the common good. Along these same lines, he is rather disdainful of most modern technology - particularly firearms, energy weapons and other modern armaments, which he characterizes as "allowing any unskilled peasant to bring low a knight - or even a king."

Quote:"You underestimate me, good sir. I do not simply have 'darkness powers.' I am one with, and the master of, both darkness and night. You might well wonder what that means. In truth, it means many things. Many the common lass and cultured lady alike can tell you of one meaning... and I shall now demonstrate quite another."Background: Varandis III is an Earthlike world with a feudal culture resembling a decadent cross between Elizabethan and Victorian Europe, and in which magic, not technology, is dominant. This dominance has been maintained largely by the efforts of the Varandan noble families, because each noble possesses some degree of innate magical power which manifests itself as superhuman abilities. (There are also spellcasters aplenty on Verandis, but they are rarely very powerful, and few nobles bother to do more than dabble in the arts arcane).

Some of the Verandan nobles have fairly trivial powers, but the mightiest ones possess a powerful and versatile group of powers reflecting a specific theme - plant powers, animal powers, earth or fire elementalism, telepathic abilities, superhuman durability... or, in the case of Lord Anton Darque, darkness powers.

 

Darque comes from a minor noble family, but has proven himself very skilled in both personal combat and in the more subtle battlefield of courtly politics. His family has a long-standing feud with another noble family, the Dayes. His family's long-standing rivalry with another noble lineage, the Dayes. This rivalry has erupted into open bloodshed in the past, but today tends to take the form of courtly one-upmanship.

 

The Empress Istvatha V'han first set eyes on Varandis III (and its greater dimension) approximately 70 years ago. The Verandans gave her a hard fight, and several nobles died before the planet surrendered. Following her general pattern of non-interference in local custom, the Empress left (and continues to leave) the planet's feudal system in place, with the understanding that planetary monarchy and the other nobles recognize the greater sovereignty of the Empress - and that the Monarch of Verandis III constantly keep no fewer than four nobles to serve at the Empress' court.

 

The previous Monarch generally sent fairly unimportant nobles to the Empress. These were often individuals of painfully weak abilities - including one duchess who had no powers other than the ability to speak with cats - and the current Monarch, Queen Lucinda, has generally followed this trend. However, when she got tired of the constant infighting between the Dayes and the Darques - and the increasingly-frequent requests from other families that she intervene before the families took to bloodshed - she decided to send Lord Darque and his Daye counterpart, the Lady Daye, to the Court of the Empress, as a clear signal to both families that they had better shape up. This decision didn't bother Anton Darque one bit. Though some of the older Verandan nobles, particularly those from the most powerful and tradition-bound families, still bear ill feelings toward the Empress and would like to escape from under her extradimensional bootheel, most of the younger nobles - particularly those from the lesser families, and including Lord Darque - have no problem serving under what they regard as simply another level of rulership. Indeed, Darque has enjoyed getting offplanet and seeing the wonders of the Multiverse - particularly the near-infinite variety of women among the known worlds - first-hand. For her part, the Empress was pleased to receive the service of so powerful a Verandan noble, and has assigned Dark - widely known in the Empire as Lord Dark - to serve as part of her cadre of superhuman operatives, and occasionally as one of her personal guard.

Powers/Tactics: Like many Varandan nobles, Lord Dark possesses a suite of magical abilities which make him extremely powerful within some specific domain, but which are very limited outside that domain. In Dark's case, he possesses a wide range of potent darkness powers and is extremely powerful at night and in darkness, but has relatively minimal power during the daytime hours and can be rendered powerless by direct sunlight or intense light.

 

Many of Lord Dark's characteristics and are greatly enhanced between dusk and dawn, as is his resistance to lethal wounds. This "nocturnal might" effect is not a darkness power per se, and as such is not impacted by any sort of bright light. Many of his darkness powers are also available to him only between dusk and dawn, but these can be negated by sufficiently bright light even during the nighttime hours. Some of Lord Dark's darkness powers do function during daylight hours, but in some cases they do not function in sunlight or bright light, and all of them are Susceptible to (Drained, and often negated, by) direct sunlight. Many of Lord Dark's powers only function if he and/or his target is in deep shadow or darkness - either natural darkness or the fields of magical darkness he creates.

 

Lord Dark's most basic power - and the one he most often manifests in one form or another - is the ability to create a field of darkness which he can see through, but which otherwise blocks out all forms of sight. He can project these darkness fields at range, center them on himself (in which case they move with him), and even place a persistent darkness field on another target, such that it moves wherever the target goes. He can also project small but persistent, semi-solid fields of darkness over a targets' eyes or other visual sensors, rendering them blind, and this effect, as well as the mobile darkness fields he places on others, can flow onto and and persistently affect others who come in contact with it. Lord Dark can create magical fear (PRE Drain) in targets inside his darkness fields, and he can also drain life energy (STUN) from individuals in these darkness fields and use it to amplify his own powers or some of his characteristics which are enhanced during the night hours. Lord Dark can also create convincing visual images within areas of darkness or shadow (useful as decoys and distractions), detect areas of shadow and darkness at great distance, remotely view and listen in on such areas, and instantaneously travel (by himself or with a limited amount of extra mass, possibly including passengers) from one area of shadow or darkness to another. He can also blend into shadows, making himself invisible within them, and can even cast a sort of shadow over his mind and soul, rendering himself invisible to mystical or mental senses.

 

Some of Lord Dark's shadow powers create tangible objects made of solidified darkness, which can be used to entangle opponents, create protective barriers, or even shaped into relatively simple objects such as a crude shelter, a simple bridge or ramp or a rope. In a more finessed form, he can also create functional, solid-darkness versions of his preferred weapons, the sword and the staff. These effects are all vulnerable to sunlight or other very bright light. Lord Dark can even pull the stuff of shadows within himself, using it to cover over wounds, replace lost blood or limbs and otherwise heal himself from injury (other than injury caused by lasers and other intense, damaging forms of light). Conversely, Lord Dark is able to transfer his own matter into the stuff of shadows, rendering himself immune to most attacks (but remaining vulnerable to - and even unable to cross areas of - intense light). He can perform this same effect on others who are in direct physical contact with him, but they must remain in contact to maintain this "shadow form." Finally, Lord Dark is able to project soul-stunning bolts of dark energy, or use this same energy to dampen or prevent light-based powers and effects.

 

Through constant practice, Lord Dark has become quite skilled at amplifying and fine-tuning his darkness powers to create more powerful effects, make his "shadow weapons" more dangerous, or tailor his powers to best deal with specific situations. Lord Dark's improvational skill with his darkness powers is represented by his Greater Darkness Mastery VPP. Note that in many cases, he cannot use his VPP to modify a power unless he uses the power at less than its full active points.

 

Lord Dark can also see in the dark, and at night can even perceive objects if he is blinded, so long as he and they are within darkness or shadow. Beyond that, he is a skilled hand-to-hand combattant, trained in the use of swords, staves and even using a cape or cloak to entangle or blind an opponent, tangle an opponent's weapons and fend off blows. He also has considerable expertise in the sorts of skills one expects of a noble, a courtier and a bodyguard and is quite knowledgeable about the Empire, and he is able to speak and understand most languages due to having received the neural-linguistic implants which are common in the Empire.

 

In combat, Lord Dark relies on cover of darkness to hide himself, disorient or incapacitate foes, provide cover and concealment for allies, and launch attacks unseen. At night, particularly when facing powerful opponents, he is likely to rely on his various ranged attacks, but he isn't afraid or unwilling to enter hand-to-hand combat, particularly if an opponent questions his sense of honor and fairness and challenges him to a fair fight, without cover of darkness. At the same time, he places as much importance on achieving his mission and following orders as he does his personal honor (if the two conflict, the GM should compare EGO rolls for his relevant Psychological Limitations, with Lord Dark going with the better roll), and he is smart enough to generally know whether such a fight would indeed be "fair." Dueling another non-flying sword-wielder would constitute a fair fight; getting in a fight with someone able to lift starships and ignore artillery blasts would not.

 

If given time to assess a situation and/or perform reconnaissance, Lord Dark will use his Darksense and Shadow-Scrying abilities to find and look/listen in on areas of darkness or shadow within the general area, seeking out hidden opponents, advantageous position and potential routes of retreat. At night or with sufficient shadow to work with, he is able to perform as an excellent scout.

Campaign Use: Lord Dark is obviously most often going to be encountered in adventures involving Istvatha V'han and her plans to expand her dimensional empire. He often takes part in nighttime missions with other of the Empress' superhuman operatives. However, his status as a noble also makes him a good possibility for more diplomatic missions, and he might well be encountered in situations where V'han herself is present, whether taking part in a social function or part of her personal guard.

 

To make Lord Dark less powerful, reduce his extra (nocturnal) REC, reduce the size of some of his Master of Darkness Multipower slots, and move his Create Darkness slot out of the Multipower, reducing the Multipower Reserve by a like number of points (this allows him to use the Darkness along with other powers, but limits the size of individual slots and the opportunity for devastating Multiple Power Attack combinations). To make him more powerful, increase the size of his Greater Darkness Mastery VPP and perhaps increase his nighttime DEX and SPD a bit.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Lord Dark: Very nice. It's good to see V'Han getting a little magical support.

 

On the other hand, that Dusk-to-Dawn limit must make orbiting a planet very uncomfortable for him. ;)

 

I like the VPP for advantages and adders trick; might borrow that.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Lord Dark: Very nice. It's good to see V'Han getting a little magical support.

 

On the other hand, that Dusk-to-Dawn limit must make orbiting a planet very uncomfortable for him. ;)

 

I like the VPP for advantages and adders trick; might borrow that.

 

Thank you. :)

 

Some passages in THE MYSTIC WORLD indicate that V'han is generally less interested in more magical dimensions than in more generally earthlike ones, often leaving the high-magic ones to Skarn, but that's still a relative thing, and I'd think she'd want to access as much variety of resource as possible, and the dimension in question is very earthlike other than being fairly high-magic.

 

The dusk/dawn thing does indeed cause Lord Dark some problems when in space. That's the cost of taking a -1/2 Lim on a lot of your powers, though. ;)

 

The VPP thing came along because I was thinking of potential variant applications of the basic powers involved... and rather than do something like three Entangles and numerous types of Darkness, I thought doing a small Boost/Adder/Advantage Pool might be the answer. I think I'll be revisiting that idea... it seems to have potential for making a basic powerset a bit more versatile. It's a variation on/extension of things like the "Brick Tricks" Multipower, really. *

 

Anyhow, I'm glad to pass along something others might want to play about with.

 

* It should be noted, of course, that a Power Framework that interacts in this manner with another Power Framework is definitely a GM Option/Stopsign Construct - and explicitly not allowed with Elemental Controls.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Thank you. :)

 

Some passages in THE MYSTIC WORLD indicate that V'han is generally less interested in more magical dimensions than in more generally earthlike ones, often leaving the high-magic ones to Skarn, but that's still a relative thing, and I'd think she'd want to access as much variety of resource as possible, and the dimension in question is very earthlike other than being fairly high-magic.

 

Yup, I always assumed that it was her unfamilliarity with magic that gave her such problems with Earth.

 

Still, she needs to have a few magical resources to draw on, if only to justify her staying out of the hands of Skarn and Tyrannon so far.

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Character #35 - Lady DayToday's offering is another of V'han's superpowered operatives - the last one I have planned for the moment, though I might post more of them if people would like to see a few more. I have ideas for around a dozen more... but I don't want to stick to one theme for too long a time. Lady Day is the counterpart/rival to Lord Dark - similar in some ways, yet quite different in others.I hope you enjoy her.Lady DayPlayer: NPC (Agent of Istvatha V'han)

Val Char Cost
15 STR 5
20/27 DEX 30
20/40 CON 20
15 BODY 10
20 INT 10
18 EGO 16
20/40 PRE 10
20 COM 5
10/20 PD 7
14/38 ED 10
3/7 SPD 0
7/31 REC 0
40/80 END 0
48/58 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 123
Cost Power END
14 Solar-Charged: +7 DEX (21 Active Points); Only From Dawn To Dusk or In Space (-1/2)
27 Solar-Charged: +20 CON (40 Active Points); Only From Dawn To Dusk Or In Space (-1/2)
13 Solar-Charged: +20 PRE (20 Active Points); Only From Dawn To Dusk Or In Space (-1/2)
27 Solar-Charged: +4 SPD (40 Active Points); Only From Dawn To Dusk Or In Space (-1/2)
27 Solar Charged: +20 REC (40 Active Points); Only From Dawn To Dusk Or In Space (-1/2)
10 Solar-Charged: +15 STUN (15 Active Points); Only From Dawn To Dusk Or In Space (-1/2)
76 Heat, Light and Radiation Powers: Multipower, 76-point reserve
15m 1) Solar Blast: Energy Blast 15d6, STUN Only (+0) (75 Active Points) 7
8u 2) Heat Ray: Energy Blast 7 1/2d6, No Normal Defense (Fire/Lava Powers, LS: Intense Heat; +1) (76 Active Points) 8
15m 3) Dazzle: Sight Group Flash 10d6, Armor Piercing (+1/2) (75 Active Points) 7
8u 4) Flare: Sight Group Flash 7 1/2d6, Area Of Effect (4" Radius; +1) (76 Active Points) 8
15m 5) Sunbeam: Killing Attack - Ranged 5d6 (75 Active Points) 7
7m 6) Lightbringer: Sight Group Images Increased Size (16" radius; +1) (16" Any Area; +0), +/-6 to PER Rolls, Reduced Endurance (0 END; +1/2) (70 Active Points); Only To Create Light (-1) 0
7u 7) Penetrating Light: Dispel Darkness 25d6 (75 Active Points) 7
8u 8) Push Back The Dark: Suppress Darkness/Shadow Powers 7 1/2d6, Any Darkness/Shadow Power, One At A Time (+1/4), Cumulative (90 points; +3/4) (76 Active Points) 8
5u 9) Heat Wave: Change Environment 32" radius, -2 to Sight Group PER Rolls, +4 Temperature Level Adjustment, +5 Points of Damage, Multiple Combat Effects (75 Active Points); Only From Dawn To Dusk (-1/2) 7
2u 10) Light Form: Desolidification (affected by Darkness ) (40 Active Points); Only From Dawn To Dusk or In Space (-1/2), Cannot Pass Through Opaque Solids (-1/4) 4
5m 11) Defensive Rays: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Costs Endurance (-1/2) 4
2u 12) Bend Light: Invisibility to Sight Group , No Fringe (30 Active Points); Only From Dawn To Dusk Or In Space (-1/2) 3
3u 13) Lightspeed: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) 0
5m 14) X-Ray Eyes: N-Ray Perception, Not Through Lead/Gold/Radioactives (Sight Group), Telescopic (+25 versus Range Modifier) (35 Active Points); Only From Dawn To Dusk Or In Space (-1/2) 0
4u 15) Lightspeed Sight: N-Ray Perception (Sight Group), Telescopic (+5 versus Range Modifier), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 0
25 Focused Sunbeam: Armor Piercing (+1/2) for up to 75 Active Points of Sunbeam (37 Active Points); Only From Dawn To Dusk Or In Space (-1/2) 4
27 Solar Powers: Elemental Control, 80-point powers, (40 Active Points); all slots Only From Dawn To Dusk or In Space (-1/2)
20 1) Mirage: Sight Group Images Increased Size (16" radius; +1) (16" Any Area; +0), +/-10 to PER Rolls (80 Active Points); Only In Brightly-Lit Areas (-1/2), Only From Dawn To Dusk or In Space (-1/2) 8
27 2) Solar Battery: Absorption 4d6 (Energy, Absorbtion To Light/Solar Powers, DEX, ED, END or STUN), Can Absorb Maximum Of 42 Points' Worth Of Energy Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Any Two Light/Solar Powers, DEX, ED, END or STUN Simultaneously (+1/2), Absorption As A Defense (x2) (80 Active Points); Only From Dawn To Dusk or In Space (-1/2) 0
27 3) Light Shield: Force Field (10 PD/20 ED/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Only From Dawn To Dusk or In Space (-1/2) 0
12 4) From The Ashes: Healing 1 BODY, +1/2 d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only From Dawn To Dusk (-1/2) 0
27 5) Solar Flight: Flight 30", Position Shift, x16 Noncombat (80 Active Points); Only From Dawn To Dusk or In Space (-1/2) 8
12 Skilled Evasion: +5 with DCV (25 Active Points); Linked (Solar Flight; -1/2), Only From Dawn To Dusk Or In Space (-1/2)
12 Protected Vision: Sight Group Flash Defense (10 points), Hardened (+1/4) (12 Active Points) 0
20 Child of the Sun: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
14 Laser-Guided Vision: +7 PER with Sight Group 0
5 Heat-Sensing Eyes: Infrared Perception (Sight Group) 0
5 Nightsight: Ultraviolet Perception (Sight Group) 0
22 Neural-Linguistic Nanoimplants: Universal Translator 15-
Powers Cost: 558
Cost Skill
15 +5 with Heat/Light/Radiation Multipower
5 +1 with Interaction/PRE-Based Skills
10 +1 Overall
12 Penalty Skill Levels: +6 vs. Range Modifier with Heat/Light/Radiation Powers Multipower
3 Acting 13- (17-)
3 Breakfall 13- (14-)
3 Bureaucratics 13- (17-)
3 Conversation 13- (17-)
5 High Society 14- (18-)
4 Navigation (Dimensional, Hyperspace, Space) 13-
3 Oratory 13- (17-)
3 Persuasion 13- (17-)
9 Power - Light Powers 16-
3 Riding 13- (14-)
3 Seduction 13- (17-)
3 Stealth 13- (14-)
7 Teamwork 15- (16-)
3 Scholar
2 1) KS: Art (3 Active Points) 13-
2 2) KS: Earth's Dimension (3 Active Points) 13-
2 3) KS: Fashion (3 Active Points) 13-
3 4) KS: Human Nature (4 Active Points) 14-
3 5) KS: Music (4 Active Points) 14-
1 6) KS: Other Dimensions (2 Active Points) 11-
5 7) KS: V'hanian Empire (6 Active Points) 16-
3 8) KS: V'hanian Empire Nobility and Heraldry (4 Active Points) 14-
4 9) KS: Varandis III - History, Nobility and Heraldry, Culture (5 Active Points) 15-
3 Traveler
2 1) AK: Earth's Dimension (3 Active Points) 13-
2 2) AK: Other Dimensions (3 Active Points) 13-
3 3) AK: V'hanian Empire (4 Active Points) 14-
3 4) CuK: V'hanian Empire Cultures (4 Active Points) 14-
3 Jack of All Trades
3 1) PS: Courtier (4 Active Points) 14- (18-)
2 2) PS: Diplomat (3 Active Points) 13- (17-)
2 3) PS: Noble (3 Active Points) 13- (17-)
2 4) PS: Pianist (3 Active Points) 13- (14-)
2 5) PS: V'hanian Agent (3 Active Points) 13-
2 6) PS: Vocalist (3 Active Points) 13- (17-)
Skills Cost: 151
Cost Perk
2 Fringe Benefit: Member of the Lower Nobility
10 Money: Wealthy
2 Reputation: Noble Hero (A large group (V'hanian Empire) 8-, +2/+2d6
Perks Cost: 14
Cost Talent
4 Environmental Movement (No Penalties In Zero-Gravity)
3 Perfect Pitch
Talents Cost: 7
Val Disadvantages
15 Enraged: When Her Personal Honor or Virtue Is Directly Insulted (Common), go 11-, recover 14-
20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Tyrannon 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Flirtatious (Common, Strong)
20 Psychological Limitation: Loyalty To The Empress V'han, Agrees With/Supports Her Goals (Very Common, Strong)
15 Psychological Limitation: Subtly Manipulative (Common, Strong)
10 Psychological Limitation: Mood Swings - Gloomy and Lethargic by Night, Buoyant and Energetic By Day (Common, Moderate)
10 Psychological Limitation: Noblesse Oblige (Common, Moderate)
15 Reputation: Agent Of V'han, 11- (Extreme on Earth)
5 Rivalry: Professional (Lord Dark; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
25 Susceptibility: In Complete Darkness, 2d6 Drain vs. Light Powers per Phase (Common)
Disadvantage Points: 180

Base Points: 600Experience Required: 73Total Experience Available: 73Experience Unspent: 0Total Character Cost: 853

Height: 1.57 m Hair: Blonde
Weight: 50.00 kg Eyes: Aqua
Appearance: Lady Day is a petite woman in her mid-20s, with long, very curly, blonde hair and sparkling blue-green eyes. Her typical adventuring outfit is a white blouse with lacy trim, cut to emphasize her bosom, which is lifted and bunched by a gold bodice, a white ankle-length skirt with ample petticoats and other undergarments, and gold knee-length, high-heel leather boots. The bodice is very tightly cinched at the waist, while the layers of undergarments causes the skirt to flare outward dramatically, creating the small waist/flared hip look associated with with the female aristocracy of the Elizabethan era. Lady Day is surrounded with a sparkling, golden glow when her force field is active, and leaves a trail of gold sparkles behind as she flies; most of her powers manifest as bright beams or fields of golden, white or red energy.Personality: Lady Day is an intelligent woman of quick wit and exceptional understanding of other people, and the ability to use that understanding to her advantage. She is also prone to mood swings, reflecting the way her powers are connected to the day/night cycle; during the day she is generally energetic and bubbly, but at night she tends to be moody, lethargic and irritable. She is also prone toward agression should anyone openly question her virtue or her sense of honor. On the positive side, she has a strong sense of the responsibility that comes with nobility and rulership, and feels duty-bound to help out those less fortunate. She is also unflaggingly loyal to the Empress V'han, whom she considers an exceptionally qualified and beneficient ruler. She is just as firmly dedicated to coming out ahead of her rival, Lord Dark, though she will not engage in open oneupmanship or do anything that would endanger an assigned mission or otherwise potentially displease the Empress.

 

Lady Day is also quite a flirt and is not above using her feminine wiles to her advantage. She is even a bit bawdy at times, and while flying above men, sometimes chides them for allegedly trying to look up her skirts and undergarments

Quote:"You wish to engage in fisticuffs? How dreadfully barbaric! Sir - and I do use that term lightly - I am a lady. I do not brawl like some pub trollop. Instead, I shall incinerate you where you stand, while I stay over here."Background: Varandis III is an Earthlike world with a feudal culture resembling a decadent cross between Elizabethan and Victorian Europe, and in which magic, not technology, is dominant. This dominance has been maintained largely by the efforts of the Varandan noble families, because each noble possesses some degree of innate magical power which manifests itself as superhuman abilities. (There are also spellcasters aplenty on Verandis, but they are rarely very powerful, and few nobles bother to do more than dabble in the arts arcane).

Some of the Verandan nobles have fairly trivial powers, but the mightiest ones possess a powerful and versatile group of powers reflecting a specific theme - plant powers, animal powers, earth or fire elementalism, telepathic abilities, superhuman durability... or, in the case of the Lady Virginia Daye, solar powers.

 

Daye comes from a minor noble family, but has proven herself very much a big player in the world of courtly intrigue. Her family has a long-standing feud with another noble family, the Darques. This rivalry has erupted into open bloodshed in the past, but today tends to take the form of courtly one-upmanship, and as often as not, Lady Daye has won those battles.

 

The Empress Istvatha V'han first set eyes on Varandis III (and its greater dimension) approximately 70 years ago. The Verandans gave her a hard fight, and several nobles died before the planet surrendered. Following her general pattern of non-interference in local custom, the Empress left (and continues to leave) the planet's feudal system in place, with the understanding that planetary monarchy and the other nobles recognize the greater sovereignty of the Empress - and that the Monarch of Verandis III constantly keep no fewer than four nobles to serve at the Empress' court.

 

The previous Monarch generally sent fairly unimportant nobles to the Empress. These were often individuals of painfully weak abilities - including one duchess who had no powers other than the ability to speak with cats - and the current Monarch, Queen Lucinda, has generally followed this trend. However, when she got tired of the constant infighting between the Dayes and the Darques - and the increasingly-frequent requests from other families that she intervene before the families took to bloodshed - she decided to send both Lord Darque and Lady Daye to the Court of the Empress, as a clear signal to both families that they had better shape up. This decision didn't bother Lady Daye in the least. Though some of the older Verandan nobles, particularly those from the most powerful and tradition-bound families, still bear ill feelings toward the Empress and would like to escape from under her extradimensional bootheel, most of the younger nobles - particularly those from the lesser families - have no problem serving under what they regard as simply another level of rulership. Beyond that, Lady Daye had tired of playing the courtier game on a small scale when the entire Empire was out thre, and she also realized her best chance of moving higher on the nobility food chain lay in marrying into a more powerful noble family from another world. For her part, the Empress was pleased to receive the service of so powerful a Verandan noble, and has assigned Daye - more typically misspelled Day in the greater Empire - to serve as part of her cadre of superhuman operatives. Also impressed with her diplomatic skills and her interstellar ability, the Empress has also sometimes had Lady Day take part in diplomatic and exploration missions.

Powers/Tactics: Lady Day possesses innate magical superpowers by virtue of her Vandaran noble bloodline. Her basic powerset is solar powers, which includes a mix of heat, light and interstellar effects. When she is within a planetary atmosphere, she is much more powerful during the daylight hours than she is between dusk and dawn, as many of her abilities only function during the daylight hours or when she is in space.

 

Some of Lady Day's physical characteristics are greatly boosted during the day or while she is in space. She can also produce a wide variety of radiation, light and heat effects, including emitting damaging, blinding or protective beams of heat and light, heating or lighting an area, creating visual images, bending or intensifying light around her body to render herself invisiable or produce protective fields, sensing forms of electromagnetic radiation and light outside the normally-visible spectrum, and propelling herself swiftly - through the air, space or even hyperspace - via photon or quantum-particle propulsion. She is also able to absorb incoming energy attacks - both to protect herself against them and to enhance her own energy powers and energized characteristics - neutralize darkness-related powers, and transform her own mass into photons, rendering herself both invisible and able to pass through non-opaque, solid objects and surfaces. Finally, between dusk and dawn and while in space, Lady Day is so permeated with solar/stellar energy that the energy will automatically heal her wounds, even those taking her to or beyond the point of death. Note that some of these abilities either do not function, or do not function optimally, during the nighttime hours. One good example is her Sunbeam attack, a beam of focused light much like a laser. The intensity of this attack is mugh greater during the daytime hours or while she is in space than is the case during the nighttime hours.

 

In addition to the abilities listed above, Lady Day's solar powers render her immune to the effects of outer space and many environmental conditions that would be very uncomfortable or fatal to most humans. She is also excellent at dodging attacks while airborne, is very experienced with her powers and at coordinating attacks with allies, and in a wide range of skills one would expect of a noblewoman, a courtier and a diplomat. She's also an exceptional vocalist and a competent pianist

 

Lady Day can perform well in a wide variety of combat roles. Her swift flight and powerful, accurate ranged attacks allow her to serve as both a primary combattand and as air support/cover. However, she also works well in a more reinforcement/surprise attack role, as she can stay far back and still observe combat with the aid of her telescopic, x-ray vision, then quickly get to the fight and throw her might in where she can have the most impact. She can use essentially the same strategy to help out comrades in trouble, or to get them out of the line of fire. For that matter, Lady Day's long-distance observation abilities, ability to see through most substances and capacity to make herself invisible also make her excellent at either long-distance or close-up reconnaissance. Given her high degree of versatility, it's easy to see why she has become one of the superhuman operatives Major Valor prefers to have along for virtually any mission. Her FTL capacity and ability to survive unaided in the depths of space also makes her a valuable asset for missions that are not only extradimensional but also interplanetary.

 

Lady Day's general combat style is pretty straight-forward - maintain distance via flight while strafing enemies with devastating ranged attacks. She sometimes mixes points in two or more types of ranged attacks (for example, using a few dice of Dazzle along with some dice of the Sunbeam RKA) for a Multiple Power Attack. She also gets good mileage out of certain tricks, such as creating images of herself (or allies) to draw attacks. On the other hand, she might draw small/medium-sized Energy attacks to herself, in order to boost some of her abilities via Absorbtion.

Campaign Use: Almost any adventure involving Lady Day will in some manner involve the greater plots of the Empress Istvatha V'han, but she might be involved with diplomatic or exploration missions in addition to missions aimed at expanding the Empire or opposing Tyrannon. Depending on the situation in which she is encountered, conflicts with Lady Day may involve either straight-out combat or the intrigues of the court - or both.Next time - the first of some minor but useful campaign NPCs.
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Re: Sharing the Wealth (Nods to Enforcer84)

 

The trade tongue of the Empire is English? ;)

 

Probably English or some language sharing certain qualities with English. As Meta noted, there are a lot of alternate Earths in the CU Multiverse - V'han is herself stated as being from an alternate or analog Earth.

 

It may not be particularly realistic from a hard-SF POV, but honestly, unless you're trying to do iron age, I don't really worry much about such nods to realism within the realm of superhero comics. We're talking flying people who shoot lighting out of their eyes/hands/asses and wear their undies on the outside, after all. Realistically there's no reason why Kryptonians, Daxamites or any of the other humanoid races in comics should have even a passing resemblance to humans - and every reason why they would not. Beyond that, the CU does include the concept of the mysterious Progenitors or some group/species like that - much as is the case in the STAR TREK universe, in fact - having influenced the development of sentient life on Earth. They might well be active cross-dimensionally, which would provide a common template not only for lifeform development, but presumably also factors such as underlying neural templates for grammar (which would almost have to exist for things like Universal Translators to make a whit of sense), or possibly even tendencies toward certain social patterns.

 

I like the politics angle. Lots of adventure seeds there.

 

Thanks. I think it does offer lots of possibilities, and after reading this batch of characters, at least one of my players is very interested in doing an adventure involving diplomacy with V'han's court.

 

Actually, as I was writing up Lady Day and Lord Night, I realized that one could have a pretty fun time doing a campaign set on Verandis III. Super-powered noble families, magic, extradimensional action, the intrigues of the Royal Court... I didnt' realize until that moment that Zelazny's AMBER books had obviously exerted some degree of unconscious influence on those characters.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Probably English or some language sharing certain qualities with English. As Meta noted, there are a lot of alternate Earths in the CU Multiverse - V'han is herself stated as being from an alternate or analog Earth.

 

It may not be particularly realistic from a hard-SF POV, but honestly, unless you're trying to do iron age, I don't really worry much about such nods to realism within the realm of superhero comics.

 

Not meant as any kind of attack Jeffrey. I just thought it was funny to see that the old Serials were absolutely right. ;)

 

Heck, Flesh's Strato Ship may not be nearly as much of a joke as I'd thought ...

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Jeff' date=' slight campaign nitpick -- one of our PCs is also from V'Han's court, and his native tongue was *not* English. AAMOF, it's in his backstory that he never learned English until after he got here.[/quote']

 

Well, it wouldn't be native through the entire empire -just a dominant language - just like it's not native for everywhere on earth.

 

My assumption is that Fielan didn't learn it until he moved to Earth because he didn't have to. Language implants (universal translators) are very common in the Empire - and particularly within the court and the military - so most people he dealt with on a routine basis would have been able to speak with him and the other Cerans in the Ceran language. Cerans, on the other hand, can't tolerate bioware and other sorts of implants (a listed Physical Limitation, in fact), so he didn't get the implant... and once he got to Earth, he had to actually learn the language.

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Not meant as any kind of attack Jeffrey. I just thought it was funny to see that the old Serials were absolutely right. ;)

 

Heck, Flesh's Strato Ship may not be nearly as much of a joke as I'd thought ...

 

Oh, I didn't take it as an attack at all - it just went along with some things I'd been giving some thought of late, including the implications of the Progenitors (as mentioned in CHAMPIONS UNIVERSE) and the relative place of reality within comic book settings (sparked by a discussion of "comic book vs. real-world physics" on one of the other forums here).

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Re: Sharing the Wealth (Nods to Enforcer84)

 

Oh' date=' I didn't take it as an attack at all - it just went along with some things I'd been giving some thought of late, including the implications of the Progenitors (as mentioned in CHAMPIONS UNIVERSE) and the relative place of reality within comic book settings (sparked by a discussion of "comic book vs. real-world physics" on one of the other forums here).[/quote']

 

Remember the original DC comics explanation for why writers on Earth Prime were able to accurately detail the lives of Earth 1 and 2 heroes, as opposed to the current Robert Heinlein Artist-as-God thing?

 

If I can convince my wife to use English as the language of the Empire, I can just see Flesh explaining to the other characters "You see, when the writers of 1950s B-Movies created universes where English was spoken on every plannet and the ruler was an Evil Queen, their minds were receiving images of the Empire! And that bit where the alien girls always say 'Show me more of this Earth thing called kissing,' well ..."

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Character #36 - Dr. Aaron TempleThe character this time around is an NPC in my current campaign - a retired superhero who might serve as an ally or expert on matters pertaining to metahuman psychiatry. Included after the character description is a brief discussion of a specialized organization/treatment facility.Aaron Temple, MDPlayer: NPC (Former Hero/Ally)

Val Char Cost
10 STR 0
10 DEX 0
15 CON 10
15 BODY 10
20 INT 10
17 EGO 14
18 PRE 8
18 COM 4
6 PD 4
6 ED 3
4 SPD 20
5 REC 0
30 END 0
28 STUN 0
4" RUN-42" SWIM01" LEAP-1Characteristics Cost: 78
Cost Power END
12 Psionic Powers: Multipower, 30-point reserve, (30 Active Points); all slots Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2), Side Effects (-1/2)
1u 1) Psychokinesis: Telekinesis (3 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (29 Active Points); Side Effects - 1 1/2d6 Drain vs. CON, Occurs Automatically (-1/2), Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2) 6
1u 2) Telepathy: Telepathy 6d6 (Human class of minds) (30 Active Points); Side Effects - Migraine (1 1/2d6 Drain vs. INT, Recover 5 pts/Hour) (-1/2), Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2) 6
1u 3) Telekinetic Shield: Force Wall (6 PD/6 ED) (30 Active Points); Side Effects - Cardiac Arrest (4d6 EB, Physical + 1/2d6KA) (-1/2), Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2) 6
12 Mental Shields: Mental Defense (15 points total) 0
13 Mental Awareness, +3 to PER Roll, Discriminatory, Analyze 0
34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-
Powers Cost: 74
Cost Skill
10 +1 Overall
3 Bureaucratics 13-
3 Conversation 13-
3 Deduction 13-
7 Paramedics 15-
3 Persuasion 13-
3 Scholar
2 1) KS: Psionic World (3 Active Points) 13-
2 2) KS: Superhuman World (3 Active Points) 13-
3 3) KS: Zen (4 Active Points) 14-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (fluent conversation) (2 Active Points)
1 3) Language: German (fluent conversation) (2 Active Points)
2 4) Language: Hebrew (completely fluent) (3 Active Points)
1 5) Language: Latin (fluent conversation) (2 Active Points)
1 6) Language: Spanish (fluent conversation) (2 Active Points)
1 7) Language: Yiddish (fluent conversation) (2 Active Points)
3 Jack of All Trades
2 1) PS: Instructor (3 Active Points) 13-
2 2) PS: Physician (3 Active Points) 13-
4 3) PS: Psychiatrist (5 Active Points) 15-
2 4) PS: Researcher (3 Active Points) 13-
3 Scientist
2 1) SS: Criminology 13- (3 Active Points)
1 2) SS: Forensic Psychiatry 11- (2 Active Points)
2 3) SS: Medicine 13- (3 Active Points)
2 4) SS: Neurology 13- (3 Active Points)
2 5) SS: Pharmacology 13- (3 Active Points)
3 6) SS: Psionics 14- (4 Active Points)
4 7) SS: Psychiatry 15- (5 Active Points)
1 8) SS: Psychology 11- (2 Active Points)
Skills Cost: 82
Cost Perk
7 Contact - Mayte Sanchez, PRIMUS Silver Avenger, Millennium City (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-
50 50 pts of contacts among Superheroes, UNTIL, Psychiatric/Medical/Mental Health Providers
1 Fringe Benefit: License to practice psychiatry
3 Fringe Benefit: Security Clearance: PRIMUS/UNTIL/DOPSA
4 Fringe Benefit: Top Man (Special Consultant to PRIMUS and DOPSA)
3 Fringe Benefit: Membership - L'Institut Thoth
1 Fringe Benefit: Membership - PRIMUS Technical/Advisory Staff
4 Reputation: Former Superhero, Fought With Valor At The Battle Of Detroit (A medium-sized group - Long-Time Superheroes) 11-, +4/+4d6
6 Reputation: Top-Rank Psychiatrist and Psi Researcher (A large group - DOPSA, UNTIL, PRIMUS, L'Institut Thoth) 11-, +3/+3d6
Perks Cost: 79
Val Disadvantages
15 Dependent NPC: Joan Foreman, PhD (Fiance) 11- (Normal)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Physical Limitation: Easily Loses Balance, Walks With Cane (Frequently, Slightly Impairing)
15 Psychological Limitation: Hypocratic Oath (Uncommon, Total)
15 Psychological Limitation: Intellectually Curious (Common, Strong)
15 Psychological Limitation: Protective of Others (Common, Strong)
10 Social Limitation: Secret Identity (Former Superhero) (Occasionally, Major)
Disadvantage Points: 90

Base Points: 200Experience Required: 23Total Experience Available: 23Experience Unspent: 0Total Character Cost: 313

Height: 1.85 m Hair: Platinum Blond
Weight: 80.00 kg Eyes: Blue
Appearance: Aaron Tempis is a tall, very thin, Caucasian man, age 46, with shoulder-length, platinum-blonde hair, worn tied back in a short ponytail. He walks with a cane and is obviously impaired on his left side. He dresses casually, favoring khaki slacks, sweaters and lab coats. During his career as Psihawk, he was much more muscular and wore a white, tan and blue uniform with a beaked, white half-face mask. His superhero name was inspired by the special effect - a shimmering blue, winged energy field - that accompanied his TK flight.Personality: Though no longer an active superhero, Aaron Temple is still a heroic individual at heart, and should he witness anyone being threatened or harmed, his physical infirmity would not stop him from intervening. If absolutely necessary, he will even call upon the remnants of his once-mighty psionic abilities, though he knows that he risks infirmity - or even death - by doing so. At the same time, Temple takes his Hypocratic Oath very seriously, and he gives his very best effort to every one of his patients. He is also very intellectually curious, and can easily find himself drawn deep into any mysteries, either clinical or mundane, which come his way. Quote:"Keep in mind, there's mental illness, and then there's evil. The two can overlap, but they aren't the same thing. And then there's Foxbat. The clinical term for him is 'comple fruitcake.'"Background: Dr. Aaron Temple (MD/Johns Hopkins) is a Board Certified Psychiatrist. He is currently the Chief of Psychiatry at the Waldameer Institute For Superhuman and Paranormal Psychiatry, and in that capacity has become well-known as an expert in psionics and superhuman psychiatry. What's not as well-known (though it's no secret among those superheroes who were around at the time of the Battle of Detroit) is that Dr. Temple was once himself a superhero.

 

Aaron Temple is a mutant, born with natural psionic abilities. At one time, he was one of the most powerful psionic individuals on earth, possessed of a wide range of powerful telepathic and telekinetic abilities that put him at approximately the same power level as Mentalla. For several years he used these abilities to fight crime as Psihawk. During his time as a hero, he mostly operated solo, though he did work with both the Justice Squadron and the previous incarnation of the Sentinels on a couple of cases, and was a Justice Squadron Reservist. It was in this capacity that he was called to duty in Detroit in July, 1992.

 

Psihawk was one of the heroes in the ground team that attacked Dr. Destroyer's Detroit lair and ended up facing off against Dr. Destroyer's horde of fanatical operatives, killer robots and monstrous or insane supervillains. At one point in the battle, he saw the murderous villain Ripsaw tearing his way through a group of PRIMUS personnel. A couple of ego blasts were sufficient to take Ripsaw out of he fight, but when he swooped down to offer emergency medical care to the injured PRIMUS agents, he attracted the attention of the villainous brick, Ogre. Blindsided by Ogre's leaping slam, Psihawk felt his telekinetic force field first buckle, then collapse under Ogre's furious fists. The last thing he felt during that fight was a blow to the left side of his skull. Ogre's mighty fists had shattered his skull. Though he survived the fight due to the efforts of brave paramedic crews, he was comatose for more than two weeks, and had suffered brain damage resulting in lasting physical impairment and loss of all but a tiny fraction of his psionic abilities.

 

After a long period of rehabilitative and physical therapy, Aaron Temple was able to return to his psychiatric practice. He also started doing research, and some early papers attracted the attention of L'Institut Thoth scientists who eventually recruited him for the Institut. More recently, he was chosen as Chief of Psychiatry for the Waldemeer Institute, where he met his fiance, Joan Foreman, PhD, the Institute's Chief Psychologist.

 

Though forcibly retired from superheroing, Aaron Temple continues to serve the public good, as a researcher, by providing psychiatric care to paranormal individuals and by supervising the care of the mentally ill supervillains in Waldameer's forensic psychiatric unit. He is on good terms with many of the superheroes he knew during his own time as a hero, even though his current job keeps him too busy to maintain much contact with such former allies.

Powers/Tactics: These days, Aaron Temple fights the good fight primarily on the intellectual level. He is a very intelligent man and a truly gifted and insightful clinical and research psychiatrist, with considerable expertise across a wide range of medical and mental health fields.

 

When hard-pressed, Temple can attempt to use his psionic abilities. He maintains enough telepathic ability to usually be able to read surface thoughts, which can help him undestand what is going on with someone too confused, distressed or disturbed to communicate effectively. He can also erect small barriers of telekinetic force, and he posseses relatively weak but very precise telekinetic abilities which are invisible to normal senses (but visible to Mental Awareness), but all of Temple's psionic abilities are unreliable (14- Activation), and he risks debilitating exhaustion, severe and blinding migraines or even cardiac arrest by using them.

 

Temple maintains strong mental defenses, and his mental awareness is unusually sensitive and precise, providing him thorough information about any psionic effect he observes, including type of power, rough estimate of active points, any advantages and most disadvantages the power might have.

Campaign Use: Dr. Temple serves as a potential contact, ally and source of information to heroes. He may be consulted as an expert in many fields, including general or superhuman psychiatry and psionics, or in regard to a former patient (though he will only provide this information as appropriate to prevent harm or as covered by applicable laws and ethical standards applying to doctor/patient confidentiality). The Waldemeer Institute itself might also serve as a soruce of story ideas, or as a plot element in other stories. Many dangerously mentally ill supervillains are held in the forensic psychiatric unit, and one might escape, or the heroes might seek some information from one of them. Beyond that, given that the Institute also provides general outpatient psychiatric and mental health services to superhumans, any number of groups - including VIPER, PSI and the IHA - might be interested in getting a look at the patient files. The Waldameer Institute For Superhuman/Paranormal Psychiatry The Waldameer Institute was established in 1996, and represents a joint (and to this point unique) project by L'Institut Thoth and PRIMUS. The only child of millionnaire industrialist Lars Waldameer and his wife, Janet, became depressed and committed suicide due to being unable to control his emerging telepathic abilities. The Waldameers subsequently gave a large grant to L'Institut Thoth, conditional to L'Institut establishing a center for research into and care of metahuman psychiatric and mental health issues. Around the same time, PRIMUS and Stronghold came under criticism by groups concerned with the rights of mentally ill individuals, due to several incidents of mishandling of mentally ill supercriminals. These incidents resulted in congressional hearings and, eventually, legislation mandating changes to the system. Thus, a concordance of goals brought PRIMUS and L'Instutut to negotiations about a possible joint venture. The result was the Waldameer Institute.Mission: The Waldameer Institute was established to provide treatment for mentally ill superhumans and paranormals, and to conduct research into mental illness and superhuman/paranormal abilities so as to provide for better treatment and understanding of both conditions in the future. Toward this mission, the Institute provides for outpatient and inpatient psychotherapy and psychiatric services to those with documented paranormal abilities. Such treatment is provided on a sliding fee scale, and fees may be waived in exchange for cooperation in research projects, which range from simple study of a given paranormal’s abilities through experimental treatment protocols. These services are provided by Institute staff, who are employees of and paid by L'Institut Thoth. The Institute also houses a criminal/forensic unit for evaluation and indefinite containment of superhumans/paranormals judged mentally unfit for trial or found not guilty of major offenses for reasons of insanity or mental disability. This unit is jointly administered by Institute staff and PRIMUS personnel, with PRIMUS responsible for security and legal liason services and Institute staff responsible for care of the unit's patients. External oversight is provided by DOPSA, the US Department of Health and Human Services, the Department of Health and Human Services for the State of Michigan and L'Institut Thoth. Located near the northwest corner of Millennium City (between Memorial Park and the Wayne County line), the Waldameer Institute looks like a rather ordinary, modern-style, three-story office building. Its grounds are surrounded by a wall, with entry via two guarded gates, and are also monitored by security cameras. The building consists of three above-ground floors and two basement levels. The three above-ground floors are readily handicap-accessible. Access to the basement levels is by elevator and requires one to pass through a security checkpoint.1st Floor – Reception and Administrative Offices2nd Floor – Outpatient Services; Psychology; Medical Records; Research Labs3rd Floor – Community Inpatient Services Basement 1 - Security (PRIMUS), Forensic Unit Administration, Physical PlantBasement 2 – Forensic UnitSecurity - All external exit/entry points and elevators, the clinical records and research areas, the 3rd floor access points and the entirety of the basement levels is monitored by security cameras and sophisticated sensors which include infrared and psi sensors. The basement-access elevator (including shaft) and the entirety of the basement levels incorporate energy fields providing structural reinforcement and capable of blocking typical teleportation abilities (10/10 Hardened Force Field). Individual rooms/cells in the Forensic Unit can be installed with additional security measures similar to those utilized by Stronghold and PRIMUS holding facilities. The main security office maintains live camera feed, an alarm and a direct phone line to the Millennium City PRIMUS Headquarters.Community Inpatient Services consists of three separate inpatient psychiatric units (men, women and child/adolescent). Each unit has separate pharmaceutical storage areas and facilities for individuals requiring physical restraint. The men's and women's units are each capable of handling 15 patients, while the child/adolescent unit can handle 20. The Forensic Unit has space for up to 25 patients.
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Re: Sharing the Wealth (Nods to Enforcer84)

 

... Jeff, you do realize that as soon as Starguard finds out that her therapist is a retired superhero and lost his powers due to lingering organic damage, she's going to try to fix that, right?

 

(I'm sorry, did I say 'try'? I meant 'barring specific plot-induced objection by the DM, be overwhelmingly likely to succeed.' *g*)

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Re: Sharing the Wealth (Nods to Enforcer84)

 

... Jeff, you do realize that as soon as Starguard finds out that her therapist is a retired superhero and lost his powers due to lingering organic damage, she's going to try to fix that, right?

 

(I'm sorry, did I say 'try'? I meant 'barring specific plot-induced objection by the DM, be overwhelmingly likely to succeed.' *g*)

 

That could be an interesting plot development!

 

Horus-Re and Microman II (via his dad) definitely know about Dr. Temple's former career.

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Character Revision - Malleable ManI previously presented a version of Malleable Man on this thread, but the one presented this time is lower-powered, representing him built as a 350-pt character. The reason for this is that I'm actually going to get to *play* some Champions for the first time in 9 years or more, rather than always GMing, and Malleable Man will be my PC. This is awesomely cool, because I always enjoyed playing him in the past, and I'm sure I'll have a great time with him now.Malleable ManPlayer: JWKramer

Val Char Cost
20/45 STR 10
20 DEX 30
25 CON 30
15 BODY 10
13 INT 3
14 EGO 8
20 PRE 10
18 COM 4
20 PD 16
14 ED 9
4 SPD 10
10 REC 2
50 END 0
40 STUN 2
16" RUN02" SWIM014"/19" LEAP0Characteristics Cost: 144
Cost Power END
18 Stretching Powers: Elemental Control, 36-point powers
19 1) The Long Reach of Malleable Man!: Stretching 6", Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1
9 2) Constrictng: +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); No Figured Characteristics (-1/2), Can Only Be Used With Grab/Squeeze, Clinging and Damage Shield. (-1/2)
10 3) Flexi-Dodge: +7 with DCV (35 Active Points); Only vs Attacks/Threats Malleable Man is Aware Of (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3
40 Malleable Form Powers: Multipower, 40-point reserve
2u 1) Mega-Punch!: Hand-To-Hand Attack +4d6, Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Hand-To-Hand Attack (-1/2), Cannot Be Used With Grab/Squeeze (-1/4) 0
3u 2) The Big Grab!: Area Of Effect Accurate (up to One Hex; +1/2) for up to 45 Active Points of STR, Reduced Endurance (0 END; +1/2) (33 Active Points) 0
3u 3) Liquid Form: Desolidification (affected by Cold) (40 Active Points); Cannot Pass Thru Water-Tight Substances/Surfaces (-1/4) 4
38 Minor Malleability Powers: Variable Power Pool (Can Add Appropriate Special Powers and Skill Levels As Powers, But Must Take "Costs END" Limitation On Such Powers), 20 base + 18 control cost, Changing Powers Requires Unmodified Powers Skill Roll (+3/4), Powers Can Be Changed As A Zero-Phase Action (+1) (47 Active Points); Stretching/Body Alteration Powers Only (-1/2)
0 1) Slingshot!: +20 STR (20 Active Points); No Figured Characteristics (-1/2), Only For Throwing (-1/2) Real Cost: 10 2
0 2) Super-Expansion!: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 728 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (19 Active Points) Real Cost: 19 1
0 3) Gotta Pull Myself Together!: Healing BODY 2d6 (20 Active Points) Real Cost: 20 2
0 4) Really, Really Deep Breath: Life Support (Extended Breathing: 1 END per 20 Minutes) (4 Active Points) Real Cost: 4 0
0 5) Make A Big Bubble: Life Support (Extended Breathing: 1 END per 5 Minutes), Usable Simultaneously (up to 8 people at once; +1) (6 Active Points) Real Cost: 6 0
0 6) Hey, Batta Batta Batta!: Missile Deflection (Thrown Objects) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1
0 7) Body Parawing: Gliding 10", Usable Simultaneously (up to 2 people at once; +1/2) (15 Active Points) Real Cost: 15 0
0 8) Body Surfing: Gliding 8", Usable Simultaneously (up to 2 people at once; +1/2) (12 Active Points); Water Gliding - Only Along Surface Of Water (-1/4) Real Cost: 10 0
0 9) Super-Springing!: Leaping +10" (14"/19" forward, 7"/9 1/2" upward) (Accurate) (15 Active Points) Real Cost: 15 1
0 10) The Long Legs Of The Law!: Running +10" (16" total) (20 Active Points) Real Cost: 20 2
0 11) Climb The Walls: Clinging (normal STR) (10 Active Points) Real Cost: 10 0
0 12) Olfactory Excellence!: (Total: 15 Active Cost, 9 Real Cost) Discriminatory with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus +5 PER with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) Real Cost: 9 3
0 13) Close To The Ground: +5 with Stealth (10 Active Points); Costs Endurance (-1/2) Real Cost: 7 1
0 14) I Need A Hand Here....Ah, There's One Now: Extra Limbs (Any Number) (1) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1
0 15) Ooey-Gooey Insta-Grapple!: Clinging (normal STR), Damage Shield (+1/2) (15 Active Points); Costs Endurance (-1/2) Real Cost: 10 1
5 Hard To Hurt: Hardened (+1/4) (5 Active Points) applied to PD
3 Hard To Hurt: Hardened (+1/4) (3 Active Points) applied to ED
12 Hard to Hurt: Damage Resistance (15 PD/5 ED), Hardened (+1/4) (12 Active Points) 0
5 Malleable Body: Lack Of Weakness (-5) for Normal Defense 0
5 Malleable Body: Lack Of Weakness (-5) for Resistant Defenses 0
5 Adaptable Physiology: Power Defense (5 points), Hardened (+1/4) (6 Active Points); Not vs. Cold (-1/4) 0
Powers Cost: 177
Cost Skill
3 Breakfall 13-
3 Deduction 12-
5 Power -Malleable Body Powers (CON-Based) 15-
3 Shadowing 12-
3 Stealth 13-
3 KS: Comics, Comic Strips and Cartoons 12-
6 PS: Cartoonist/Comic Artist 15-
3 AK: Chigago 12-
Skills Cost: 29
Val Disadvantages
10 Dependent NPC: Dr. Lisa Lanning (Girlfriend) 11- (Normal; Useful Noncombat Position or Skills)
10 Dependent NPC: Mindy Mayhew, Police Detective (Sister) 11- (Normal; Useful Noncombat Position or Skills)
5 Distinctive Features: Malleable/Very Durable Skin/Flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
5 Hunted: Foxbat 8- (As Pow, Mildly Punish/Embarrass)
10 Hunted: Ogre 8- (As Pow, Harshly Punish)
5 Hunted: Cold-Based Villain 8- (As Pow, Mildly Punish (Embarrass/Defeat))
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Smartass - Jokes, Taunts Villains, etc. (Very Common, Moderate)
15 Psychological Limitation: Protects Innocents (Common, Strong)
15 Social Limitation: Secret Identity - Matt Mayhew (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 1 1/2 x STUN Explosions (Common)
10 Vulnerability: 1 1/2 x Effect Cold-Based Attacks (Common)
Disadvantage Points: 150

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

Height: 1.85 m Hair: Brown
Weight: 91.00 kg Eyes: Green
Appearance: Matt wears black boots, a dark green domino mask, dark green pants and gloves, a black, v-cut, sleveless shirt with most of the front taken up by a light green, stylized "M" design, and a yellow belt with an "M" belt buckle. He has medium-length brown hair, combed straight back.Personality: As Malleable Man, Matt Mayhew fights crime for the adventure and simply because it's the right thing to do. His style is loud, energetic, full of humor and a bit self-aggrandizing, as demonstrated by his tendency to give his powers and fighting maneuvers goofy, bombastic names. He has a strong sense of right and wrong, and is careful to gauge the level of force he uses against an opponent so as to not inflict lethal damage. He is also careful to avoid causing harm to bystanders or putting them at risk, and if he has to choose between protecting the innocent and letting a criminal go free, he'll choose to protect the innocent every time, with the only possible exception being if letting the criminal go free would certainly cause even greater harm.Quote:"Whoa, cool powers! Those orange power bolts go great with the purple cape, man! But I've got even cooler powers... so prepare to feel the Mighty Mega-Punch!"Background: Growing up, Matt Mayhew was always pretty unremarkable except for two things - a good sense of humr and exceptional artistic skills. From a very early age, these skills combined to make him interested in cartooning. He pursued that dream, even though his parents and older sister never considered art to be a very practical skill; in fact, Matt was a real disappointment to his dad, a career police officer, who felt Matt should do something more serious. Despite this lack of support, Matt became quite successful in his field.

 

Matt didn't take much of anything seriously until he happened to attend a party where a pretty girl caught his eye. When the girl in question, Lisa Lanning, turned out to be a renowned research chemist, Matt initially thought her out of his league, but he couldn't get her out of her mind, and he devoted himself to trying to grab her attention.

 

Dropping by her lab at the University to ask her out for lunch, Matt found a group of thugs and the costumed villain Holocaust roughing her up; it turns out Holocaust had heard about a project of hers which he believed would benefit one of his nefarious plans. Matt tried to defend Lisa but quickly ended up badly wounded, unconscious, tossed into a vat of experimental polymer liquid and left for dead. However, shortly after the villains left, he emerged from the vat, surprisingly unharmed and possessed of amazing powers, including the a resilient, flexible and malleable body.

 

Having overheard Holocaust detail his plans while departing, Matt sped to save Lisa, and managed to do so after a prolonged fight and lots of luck. Afterward, Lisa asked him what he planned to do with his powers. Dismayed by her resposne when he said he planned to ignore them and go on with life, he asked what she thought he should do. "Use them to help people...to save lives, like you did mine. Be a hero!"

 

Matt wasn't too sure about that idea at first, but he decided to try it out, in order to impress Lisa. He designed a suitably comic-book uniform and chose a name that fit his newfound powers - Malleable Man - then set about fighting crime. To his surprise, he found he was pretty good at it... and that a lot of the time, it was a blast! Having won Lisa long ago, Matt remains a hero because it's the right thing to do... but while he takes that duty seriously, he refuses to let it be a drag, and is always quick to crack a joke at some villain's expense.

 

Only two people know that Matt Mayhew is Malleable Man - Lisa and his sister, Mindy, a police detective.

Powers/Tactics: Exposure to experimental chemicals (perhaps affected by Holocaust's powers) made Matt Mayhew's body extremely pliable and durable. He is able to stretch any part of his body, constrict opponents, shift his body to a tar-like or even liquid consistency and avoid attacks by stretching out of their way - or even by opening a hole in his body! He can also produce a wide range of effects such as shrinking, growing, bouncing or leaping great distances by turning his legs spring-like, run quickly by stretching his legs, glide by flattening his body into a parafoil form, make his senses more acute by changing the shape of his sensory organs or easily hide by flattening himself. Malleable Man is extremely skilled with his powers, and has figured out how to use his stretching to attack indirectly and add velocity to his punches.

 

Malleable Man has two significant weaknesses. First, explosions tend to tax the limits of even his malleability. Second, his flexible form doesn't deal as well with intense cold as with other sorts of attacks.

Campaign Use: Next time - An All-New Character (#37 on this thread)
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Character #37 - The WraithThis time is a trip down nostalgia lane for me. Thinking about and rewrting one of my old PCs (Malleable Man) to play him in an upcoming campaign got me thinking about my very first Champions character - The Wraith. I first encountered Champions back in 1983, during college. A gaming friend had the rules (which back then consisted of very little - the basic rulebook, the Champions II supplement, the first Enemies book, the GM screen (which included an adventure - the first appearance of Dr. Destroyer, I believe - and a couple of adventure modules. I immediately fell in love with the game and switched over from Villains and Vigilantes to Champions in a heartbeat. Even before I started running Champs, though, I knew I wanted to play it. So, I built my first character. Neither me nor the GM knew the system very well, so my first try was... less than stellar. I'm revisiting him here, because I always liked the basic concept, and knew there could be a competent hero in there somewhere.At the time I created the Wraith, I was a pretty big fan of Marvel's Ghost Rider. This was the original, Johnny Blaze version - long before Ghost Rider became a "trendy" character in the late '80s/early '90s. There was something distinct about the concept of a demonic hero back then, and I drew upon GR as inspiration for my first character. These days, after the crapfest that comics became in the '90s, I'm much less interested in such characters than was once the case, but I still have a soft spot in my heart for the Wraith. Thus, I wrote him up more how he should have been, had the Champions rules - and my/the GM's understanding of them - been as sophisticated then as now. It was fun writing him up as a starting 5E character. I doubt I'll ever play him, but hopefully some of you will enjoy him.The Wraith - Human (Base) FormPlayer: JWKramer

Val Char Cost
20 STR 10
20 DEX 30
15 CON 10
15 BODY 10
18 INT 8
17 EGO 14
20 PRE 10
10 COM 0
8 PD 4
7 ED 4
4 SPD 10
7 REC 0
30 END 0
38 STUN 5
7" RUN22" SWIM04" LEAP0Characteristics Cost: 117
Cost Power END
85 Unleash The Demon Within: Multiform (400 Character Points in the most expensive form) (Instant Change) 0
10 .357 Colt Python: Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (Pistol; -1), 2 clips of 6 Charges (-1/2) [6]
5 A Second .357 Colt Python: (5 Active Points) 0
7 Shielded Mind: Mental Defense (10 points total) 0
22 Mystic Awareness: Detect Evil and Magic 15- (Sight Group), Discriminatory, Analyze 0
Powers Cost: 129
Cost Martial Arts Maneuver
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
Martial Arts Cost: 28
Cost Skill
3 +3 with .357 Colt Python
3 Bureaucratics 13-
3 Combat Driving 13-
3 Computer Programming 13-
3 Concealment 13-
3 Conversation 13-
3 Criminology 13-
3 Deduction 13-
3 Disguise 13-
3 Interrogation 13-
3 CK: Campaign City 13-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 13-
2 2) KS: Cults and Occult Groups/Figures (3 Active Points) 13-
1 3) KS: Karate (2 Active Points) 11-
1 4) KS: Law (2 Active Points) 11-
2 5) KS: Organized Crime (3 Active Points) 13-
2 Language: Spanish (fluent conversation)
3 Lockpicking 13-
3 Persuasion 13-
4 PS: Private Detective 14-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
2 WF: Small Arms
2 Weaponsmith (Firearms) 13-
Skills Cost: 72
Cost Perk
4 Fringe Benefit: Concealed Weapon Permit, Private Investigator License
Perks Cost: 4
Val Disadvantages
10 Accidental Change (To Wraith): When Witnessing Crime 8- (Common)
10 Accidental Change (To Wraith): When Subjected To Evil Magic 8- (Common)
10 Distinctive Features: Demonic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Circle Of The Scarlet Moon 8- (Mo Pow, NCI, Capture)
20 Hunted: DEMON 8- (Mo Pow, NCI, Capture)
20 Psychological Limitation: Driven To Punish The Guilty (Very Common, Strong)
15 Psychological Limitation: Extreme Reluctance To Kill (Common, Strong)
15 Psychological Limitation: Hatred Of Those Who Prey On Others (Common, Strong)
15 Reputation: Bloodthirsty, 11- (Extreme)
15 Social Limitation: Secret Identity - Kenneth Tate, PI (Frequently, Major)
Disadvantage Points: 150

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

The Wraith (Demon Form)

Val Char Cost
30 STR 20
20 DEX 30
30 CON 40
15 BODY 10
18 INT 8
20 EGO 20
30 PRE 20
6 COM -2
25/30 PD 1
25/30 ED 1
5 SPD 20
12 REC 0
60 END 0
47 STUN 2
6" RUN02" SWIM06" LEAP0Characteristics Cost: 170
Cost Power END
20 Demonic Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (25 Active Points); No Knockback (-1/4) 2
50 Demonic Powers: Multipower, 50-point reserve
4u 1) Phasing Attack: No Normal Defense (Force Field or Desolidification; +1), Does BODY (+1) for up to 25 Active Points of HKA (50 Active Points); No Knockback (-1/4) [Notes: KA 2d6+1 w/STR] 5
5u 2) Hellfire Breath: Killing Attack - Ranged 3d6+1 (50 Active Points) 5
4u 3) Mental Hellfire: Ego Attack 5d6 (Human class of minds) (50 Active Points); Visible (-1/4) 5
3u 4) Instil Fear: Drain PRE 3d6+1, Ranged (+1/2) (49 Active Points); Eye Contact Required (-1/2) 5
5u 5) Wraithform: Desolidification (affected by Magic), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
13 Wraith Flight: Flight 10" (20 Active Points); Linked (Wraithform; -1/2) 2
43 Demonic Toughness: Armor (18 PD/18 ED) (54 Active Points); Visible (-1/4) 0
8 Demonic Toughness: Armor (5 PD/5 ED) (15 Active Points); Not vs. Magic or Holy Attacks (-1/2), Visible (-1/4) 0
6 Shielded Mind: Mental Defense (10 points total) 0
10 Demonic Resistance: Power Defense (10 points) 0
23 Mystic Awareness: Detect Evil and Magic 16- (Sight Group), Discriminatory, Analyze 0
5 Demonic Eyes: Nightvision 0
Powers Cost: 199
Cost Skill
10 +2 with HTH Combat
3 Interrogation 15-
3 Persuasion 15-
3 KS: Arcane And Occult Lore 13-
3 KS: Cults and Occult Groups/Figures 13-
3 KS: Organized Crime 13-
3 Stealth 13-
3 Streetwise 15-
Skills Cost: 31Total Character Cost: 400
Val Disadvantages
5 Accidental Change (to Kenneth Tate): Hit With Attacks That Drain/Dispel/Suppress Demonic Magic/Powers 8- (Uncommon)
20 Distinctive Features: Demonic Appearance and Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used and Unusual Senses)
15 Enraged: vs. Murderers (Common), go 11-, recover 14-
20 Hunted: Circle Of The Scarlet Moon 8- (Mo Pow, NCI, Capture)
20 Hunted: DEMON 8- (Mo Pow, NCI, Capture)
15 Physical Limitation: Cannot Enter Or Make Attacks Against Those On Holy Ground (Infrequently, Fully Impairing)
15 Physical Limitation: Cannot Enter/Exit Or Make Attacks Through Special Magic Circles (Infrequently, Fully Impairing)
20 Psychological Limitation: Driven To Punish The Guilty (Very Common, Strong)
15 Psychological Limitation: Prone To Excessive Violence (Common, Strong)
15 Reputation: Bloodthirsty, 11- (Extreme)
15 Social Limitation: Secret ID - Kenneth Tate, PI (Frequently, Major)
10 Susceptibility: Holy Water/Items, 2d6 damage Instant (Uncommon)
15 Susceptibility: If On Holy Ground, 1d6 damage per Phase (Uncommon)
Disadvantage Points: 200Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0
Height: 1.86 m Hair: Brown
Weight: 94.00 kg Eyes: Brown
Appearance: Kenneth Tate is a tall, rugged-looking man with a square jaw, short, brown hair and a beefy build. As the Wraith, he dresses in a black bodysuit, gauntlets and boots, black, full-face mask and a dark purple, hooded cloak. He carries a .357 Colt Python holstered at his back in both identities, but does not carry the same one. The one he carries as the Wraith has all serial numbers removed, and as noted above, is usually loaded with silver bullets. In demonic form, the Wraith is taller (nearly 7 feet tall) and much less human-looking. While still dark-colored and wearing the cloak, in demon form the dark bodysuit, boots, gloves and mask are replaced by scaly, spiky, glossy-black skin (obvious armor, looking much like black aligator hide). In this form, the Wraith has red eyes, fangs, sharp, bone-white talons and a sharp brimstone scent which becomes much stronger when he uses his Hellfire Breath.Personality: Kenneth Tate's personality has changed in some subtle ways since he became spiritually bound with a demon - what was formerly a respect for law and order and a dislike of criminal predators has become a more-generalized, near-obsession with punishing the guilty, and even his mystic aura has become demon-tainted. The personality change is much more overt when he takes demon form, and he is very disturbed that while he is normally very reluctant to use lethal force, he does so readily - even preferentially - while in demon form. Quote:Human form - "You probably wouldn't believe how much I know about evil, but even with that knowledge, what I see in your soul sickens me."

 

Demon Form - "Now, damned one, you shall experience a small sample of the pain awaiting you in Hell!"

Background: Kenneth Tate was a modestly-successful private investigator specializing in tracking down missing persons, and particularly in finding those who went missing because they'd gotten involved in cults or occult-weirdness groups. He wasn't really sure he believed in the occult until the fateful night when one of his investigations led him to a dark basement, where he interrupted a Satanic ritual in progress - and saw the young woman he'd been hired to track down about to be murdered as a human sacrifice. Pistol blazing, Tate shot the lead Satanist and some of the other occultists, then went to free the woman. At that moment, the Satanic priest's blood flowed into the grooves of a magic circle carved into the floor - completing the ritual that had been in progress. A demon appeared in the circle, then moved toward - and merged with - Tate's body. The ritual had been intended to invest the Satanic priest with great demonic power, but interrupted as it was, the demon instead became merged with Kenneth Tate. Denied a worthy sacrifice and now unbound by the circle, the demon proceeded to attack the remaining Satanists, killing most of them before Tate could bring it under control and regain human form.

 

Since then, Tate and the demonic entity have shared an uneseasy existence. Tate is not comfortable with the demon's bloodthirsty nature, which he can only partly control (requires an Ego Roll in some cumstances), but he has found being able to turn into a powerful demonic entity quite useful when he gets up to his neck in trouble. At the same time, Tate is affected by the demon's personality - and thus feels driven to punish evildoers - even while in human form. He's thus taken on a superhero identity, dressing in dark clothing, a mask and a hooded cloak to seek out and fight evil as the Wraith while trying to keep the demon under control but unleashing its might to punish evildoers worthy of such a fate.

 

At this point in time, the demon's personality appears to have mostly been erased by its merger with Tate. At this time it has no personal identity and no access to previous knowledge. In effect, Tate's mind is in control of the demon's body. However, Tate's control - and the transfer of his consciousness between forms - is not complete. Tate can access only a small portion of his knowledge and skills when in demonic form (specifically, he knows things directly related to the task of finding and punishing sinners), and when in that form, his personality becomes darker and more violent, and is obviously influenced toward the demonic. Only time will tell whether this state continues, or whether the demonic form will eventually regain a separate identity - and what else might happen should that occur.

 

As turns out, the ritual Tate disrupted was being conducted by a lesser coven of the Circle of the Scarlet Moon. The two surviving coven members didn't get a good look at Tate, but they do know that the man who disrupted the ritual received the demonic powers intended for the coven leader, and they've told this to higher-ups in the Circle, who now Hunt the demon and seek to control it. Similarly, DEMON has learned of the Wraith's true nature, and wish to capture and control the demon.

Powers/Tactics: Kenneth Tate has been changed by being merged with a demonic entity, and the demon has been even more changed. In his normal form, he is able to access the demonic ability to detect magic and evil, and gains a certain amount of resistance to mental attacks. For the most part, though, he is as he's always been - a skilled PI with solid investigatory skills and some expertise with handguns and basic HTH combat. He also carries a .357 Colt Python in both forms, and in Wraith form, he normally keeps it loaded with silver bullets of his own make (via Weaponsmith).

 

The Wraith's demon form is much more physically powerful than his human form. In demonic form, he is extremely resistant to physical harm (a bit less to magical attacks than conventional ones), has long, sharp talons and possesses several magical abilities, including the ability to reach its hand inside other beings and directly attack internal organs, the ability to render itself intangible, and the ability to attack via deadly gouts of flame or by projecting great pain directly into an opponent's mind. In demon form, the Wraith can also see in complete darkness, and is able to fly slowly while immaterial. However, the Wraith's demon form has many weaknesses not shared by his human form. It cannot enter holy ground under its own power (and takes damage each phase if it somehow ends up on holy ground, either due to Tate switching from human to demon form on such ground, or being taken onto holy ground by another being), can be harmed by the merest touch of holy items, and can be bound helpless within special magical circles. The Wraith also becomes much more violent and wrathful when in demon form.

 

The Wraith's ability to detect evil and magic, which he possesses in both human and demon forms, is a type of magical sight, and as such can be affected by powers affecting either the Sight or the Mystic Senses group. The Discriminatory and Analyze adders provide detailed information about the type and power of any magical effects encountered, an opponent's degree of evil, and evil acts the individual has committed in the past.

Campaign Use: PC heroes might enocounter Kenneth Tate in any or all of his identities - the private investigator, the costumed hero, and/or the demonic form. Either as Tate or as the Wraith, he may approach the heroes for help against powerful mystic opponents - perhaps shared enemies - or they may encounter him during the course of investigating a missing person case, a mystic crime or the actions of evil mystics such as the Devil's Advocates, the Circle of the Scarlet Moon, DEMON or some member of the Sylvestri family.

 

To make the Wraith more powerful, give Kenneth Tate some more skill levels and perhaps some body armor he could wear in either Tate or Wraith identities, while also giving the demonic form more Demonic Powers via the Multiform, increasing its STR, improving its flight, or possibly giving it Damage Reduction (not against Magic or Holy Attacks).

 

As written, the Wraith is a balanced starting character. He isn't a good match for a Silver Age campaign, but would fit well in a bronze/iron-age campaign, particularly one based around mystic or monster/antihero characters.

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Minor Correction

 

I noted a minor error on the character sheets for the Wraith's human form. The Accidental Changes on for that form state (to Wraith). They should actually state (to Demon). Similarly, the Demon Form's Accidental Change should state (To Kenneth Tate/Wraith), with which one that form changes into being dependent upon which form he was in immediately before assuming the demonic form.

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Character #38 - Bunny MasterThis time around, I present another street-level villain. Like the Bee Queen, this villain is of the "wacky motif villain" breed, associated with past incarnations of Batman (comics and 60s TV show versions) and various Silver Age badguys.In interest of giving credit where due, I should note that this character is my write-up of a villain originally created by my good friend, David Davis, for his old Champions campaign. He was quite memorable then, and I stole him and have used him in subsequent campaigns. This write-up represents his return for 5E. I hope some find him entertaining.As always, comments are welcome and appreciated. Bunny MasterPlayer: NPC (Villain)

Val Char Cost
23 STR 13
20 DEX 30
20 CON 20
18 BODY 16
18 INT 8
14 EGO 8
45 PRE 5
10 COM 0
10/18 PD 5
10/18 ED 6
5 SPD 20
9 REC 0
40 END 0
50 STUN 10
6" RUN02" SWIM09 1/2" LEAP0Characteristics Cost: 141
Cost Power END
28 Bunny Kick: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (56 Active Points); Hand-To-Hand Attack (-1/2), OIF (Spring Shoes; -1/2) 0
40 Wascawy Wabbit Weapons: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Vest; -1/2)
2u 1) Bunny Bombs: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), OIF (Vest; -1/2), Range Based On Strength (-1/4) [3]
2u 2) Furball: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 3 Charges (-1 1/4), OIF (Vest; -1/2), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4) [3]
11 Protective Vest: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 12- (-3/4), OIF (Vest; -1/2) 0
15 Too Deranged To Know Fear: +30 PRE (30 Active Points); Only To Resist PRE attacks (-1)
20 Big, Tough Bunny Body: Physical Damage Reduction, 50% 0
10 Big Ol' Bunny: Knockback Resistance -5" 0
5 Altered Chemistry: Life Support (Immunity All terrestrial poisons and chemical warfare agents) (10 Active Points); Activation Roll 13- (-3/4), Not vs. Hallucinogenic Drugs/Effects (-1/4) 0
6 Drug-Addled and Deranged: Mental Defense (15 points total) (12 Active Points); Only vs. Telepathic and Mind Control Effects (-1) 0
20 Lucky Rabbit's Foot: Luck 6d6 (30 Active Points); IAF (Rabbit's Foot; -1/2) 0
5 Bunny Hopping: Leaping +5" (9 1/2" forward, 4 1/2" upward), Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (Spring Shoes; -1/2)
4 Keen Ears: +2 PER with Hearing Group 0
Powers Cost: 168
Cost Martial Arts Maneuver
4 Belly Flop: 1/2 Phase, +0 OCV, -1 DCV, Grab, 33 STR to Hold On, Both Fall
3 Belly Slam: 1/2 Phase, +1 OCV, +1 DCV, 4 1/2d6 Strike; Target Falls
4 Jump Kick: 1/2 Phase, +0 OCV, -2 DCV, 6 1/2d6 +v/5 Strike, FMove
4 Rabbit Punch: 1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike
Martial Arts Cost: 15
Cost Skill
6 +2 with Martial Maneuvers
2 Animal Handler (Rabbits) 18-
5 Computer Programming 14-
3 Demolitions 13-
3 Electronics 13-
3 Inventor 13-
1 KS: Business 8-
3 KS: Rabbits 13-
3 PS: Juggling 13-
3 Scientist
2 1) SS: Biochemistry 13- (3 Active Points)
2 2) SS: Biology 13- (3 Active Points)
2 3) SS: Chemistry 13- (3 Active Points)
2 4) SS: Pharmacology 13- (3 Active Points)
2 5) SS: Zoology 13- (3 Active Points)
Skills Cost: 42
Cost Perk
40 Vehicles & Bases - 200 pts worth of bases and vehicles
35 5 Followers, 100 pts + 50 in Disads
Perks Cost: 75
Cost Talent
4 Combat Luck (3 PD/3 ED) (6 Active Points); IAF (Rabbit's Foot Charm; -1/2)
Talents Cost: 4
Val Disadvantages
5 Dependence: Hallucinogen/Stimulant Mix, Incompetence: -1 to Skill Rolls and related rolls per time increment (Difficult To Obtain, 6 Hours)
20 Hunted: Local Police 8- (Mo Pow, NCI, Harshly Punish)
15 Distinctive Features: Large, Obese Man Who Always Dresses In Ridiculous, Distinctive Outfit And Behaves In An Obviously Deranged Manner (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Very Obese - 600 Lbs (Frequently, Slightly Impairing)
15 Psychological Limitation: Code vs. Killing In Combat, But Compulsion To Put Captured/Defeated Opponents Into Bizarre Death Traps (Common, Strong)
20 Psychological Limitation: Crimes Must Reflect/Relate To Rabbit Motif In Some Manner (Common, Total)
10 Psychological Limitation: Compulsion To Explain His Plans To Helpless Opponents While Laughing Loudly And Maniacally (Uncommon, Strong)
10 Reputation (In Secret ID): Lunatic Chemist, Crackpot, 11- (Extreme; Known Only To A Small Group - Chemical Industry)
15 Social Limitation: Secret Identity - Harry Pfeiffer (Frequently, Major)
15 Susceptibility: vs Drugs/Toxins That Bypass Life Support, 3d6 damage Instant (Uncommon)
15 Unluck: 3d6
10 Vulnerability: 1 1/2 x Effect Mental Illusions and Hallucinogenic Substances (Common)
Disadvantage Points: 160

Base Points: 200Experience Required: 85Total Experience Available: 81Experience Unspent: 0Total Character Cost: 445

Height: 2.00 m Hair: White
Weight: 275.00 kg Eyes: Brown
Appearance: Bunny Master presents a truly bizarre sight. He's a tall, very obese man with curly, white hair and a bulbous nose that is only enhanced by using makeup to draw whiskers on his nose and cheeks in villain ID. He wears a bright red vest, grey shirt and slacks, and large, grey shoes of the sort sometimes worn by clowns, but painted to resemble rabbit feet. He also wears a top hat, with tall, floppy rabbit ears protruding up on the left and right sides. His lucky rabbit's foot dangles from a gold chain. Cottontail dresses in a white, one-piece, strapless swimsuit, black fishnet stockings and white spike heels. She also carries a purse, wears a thin headband that makes it appear as if a pair of bunny ears extends from her blonde hair, and has a fluffy bunny tail on the back end of her swimsuit. The thugs dress in white pants, black domino masks and black sweatshirts decorated with the familiar Playboy Bunny symbol in white. Personality: The Bunny Master is a very disturbed man. He suffers from delusions, hallucinations and monomanic obsessions and compulsions. Despite this, he's a very intelligent and crafty foe who plans his bizarre crimes in such obsessive detail that they are generally successful - which is one reason he has such loyal henchmen. His motivation is quite simple - he wishes to become rich and powerful, and he wants to do it in a manner that makes people think about rabbits. The fact that this goal and the method of achieving it are a poor mix is rather beside the point. Besides, he thinks his plans are great ones, and he can't keep himself from explaining them to those too helpless to do anything but listen - usually while laughing maniacally.

 

Harry Pfeifer has completely thrown himself into the role of Bunny Master. He dresses the part at all times (his idea of a disguise is to put an overcoat over his outfit, and maybe switch hats). He demands his henchmen refer to him as Bunny Master - "or BM, for short." He raises rabbits - any base used by him and his band will have dozens of hutches. Sometimes he eats like a rabbit - nothing but lettuce and carrots - and other times he eats rabbits (as their Master, they serve him in this manner, he figures). All of his crimes have to reflect the rabbit motif in some manner, as does as much of his banter as possible. Bunny Master has no problem with violence, but he won't kill heroes (or allow them to be killed) in combat. Instead, he drags unconscious heroes back to his base or another pre-prepared location and places them in bizarre death traps (chaining them in a big vat that's about to fill up with carrot juice, perhaps) as a sacrifice offering to rabbitkind.

Quote:"Hee hee hee hee! I guess you don't have a lucky rabbit's foot. Here's one of my feet... it won't be lucky for you, though! Bwa-ha-ha-ha-ha-ha!"Background: Harry Pfeifer wasn't always a deranged lunatic. At one point he was a pretty normal - if not particularly inspired - industrial chemist. That was before the chemical accident, though. A major lab mishap resulted in his being doused with large amounts of chemicals, including some toxic ones which can be absorbed via inhalation or through the skin, and which are known to affect the central nervous system. Shortly after that, Harry started telling people he was experiencing visions. A brief hospitalization and anti-psychotic medications seemed to cause the visions to subside, but Harry was certain that the visions held some real insights, so he went off his medication... and further, he decided to toss in some hallucinogens and stimulants to try to bring the visions back. That's when he first had the visions of the rabbits.

 

In his visions, the rabbits told Harry he could be more than a chemist. They told him he could be wealthy and successful and popular, and the master of his own destiny. Somehow, Harry took this prophecy as a suggestion that he open a chain of fast-food restaurants serving rabbit - Bunny Burgers - so he pulled together his savings, obtained what loans he could, and gave that a try. Predictably, the venture failed miserably. Next the rabbits told him to commit crimes in their name, in order to show he was fit to receive their continued insights, and to rule over them. It's probably a sign of just how out of it Harry was that these visions and ideas made sense to him, and actually sounded pretty good. Anyhow, Harry decided to go with that plan. He got a gang of hardened criminals together and started on a campaign of crime as... the Bunny Master!

Powers/Tactics: Bunny Master doesn't have any actual superhuman powers, unless you count the fact that his great bulk allows him to take and dish out a lot more damage than the average person and that his drug-addled, deranged mind makes him difficult to frighten and very difficult to mind-read or mentally control. His biochemistry is so altered by his chemical accident and his own drug use that he's also resistant to many sorts of drugs.

 

Bunny Master does have a variety of weapons and gear that make him a bit of a threat to heroes. These include his spring shoes, which add a lot of oomph to his kicks and also allow him to jump great distances, explosive grenades shaped to resemble rabbits, and fibrous entangle-bombs, which he calls furballs. Bunny Master also wears a protective (armored) vest, with inside pockets which hold his weapons, and he wears a rabbit's foot charm dangling from one of the vest's outer pockets, which somehow provides him with extraordinary luck. It's unclear whether this luck is derived from this specific rabbit's foot, or whether Bunny Master might have some sort of luck power that merely manifests through this charm due to his belief in the charm's powers. Bunny Master has also learned, through lots of practice, how to use his great bulk and his spring shoes to good combat effect (represented by his martial maneuvers).

 

Bunny Master's henchmen deserve a bit of mention. Peter, Bugs, Roger and Thumper are essentially minor hoods with criminal records, but each possesses some skills which make him useful to the gang. Peter is an excellent auto mechanic and driver, as well as Bunny Master's designated getaway man, and is quite skilled with a baseball bat. Bugs is an experienced burglar, with considerable expertise at evading security measures and cracking safes, and he's also very handy with knives and the sap. Thumper is a former professional boxer gone wrong, who doesn't follow ring rules anymore, and who uses a set of brass knuckles to boost the power of his punches, and Roger is a very skilled wrestler who might have won a college wrestling scholarship if he hadn't started getting into lots of legal trouble in his mid-teens. Finally, there's Cottontail. She also has a criminal record, though hers was for prostitution rather than for burglary or violent crime. She considers herself an actor, though in truth her very limited success in a certain type of movie has more to do with her physical assets than her limited acting skills. Nonetheless, she is quite stunning in a rather cheap way, and has a great deal of sexual charisma, enough that she can often use her cuteness and sexy mannerisms to catch people off guard, leaving them vulnerable to either her rudimentary (but effective) fighting skills, which focus around kicking people in vulnerable spots and which are a bit boosted by her high-heel shoes, or to her powderpuff - a vicious little item Bunny Master crafted for her, which she can use to incapacitiate an opponent with a cloud of choking, blinding powder.

 

In combat, Bunny Master tries to take out grouped foes with his bunny bombs and delay them with the furball entangles, but he'll readily fight opponents who close for hand-to-hand. The thugs favor straight-forward fighting styles and often gang up on foes, while Cottontail tries to take out opponents using surprise.

Campaign Use: Bunny Master is an old-school, theme/motif villain of the sort who menaced Batman through decades of comics and his 60s camp TV show - and unappologetically so! When using Bunny Master, the GM should make sure to give Bunny Master some sort of hare-brained scheme, which the heroes might have to figure out in order to try to apprehend him, and should also have an old-school, corny death trap ready to go.

 

Bunny Master, is obviously not much of an opponent for a standard superhero team, but he and his crew work well as an opponent for one or two street-level heroes. He might make a fun Hunted for a low-powered or street-level hero. If you need him to be weaker, reduce the points in his followers, reduce their number, or cut down the HA provided by his shoes. If you'd like to make him tougher, you might give him a few more weapons, or increase the active points of his current ones, or perhaps give him a few extra Damage Classes with his martial maneuvers.

BugsPlayer: NPC (Thug)
Val Char Cost
15 STR 5
17 DEX 21
15 CON 10
10 BODY 0
13 INT 3
11 EGO 2
13 PRE 3
10 COM 0
7 PD 4
7 ED 4
3 SPD 3
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 59
Cost Power END
7 Knives: Multipower, 15-point reserve, (15 Active Points); all slots OIF (Various Knives On Person; -1/2), Restrainable (-1/2)
1u 1) Knife Fighting: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (Various Knives On Person; -1/2), Restrainable (-1/2) 1
1u 2) Thrown Knife: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), 8 Recoverable Charges (+0), Range Based On STR (+1/4) (12 Active Points); OIF (Various Knives On Person; -1/2), Restrainable (-1/2) [8 rc]
15 Sap: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), AVLD vs. Resistant PD (+3/4) (45 Active Points); OAF (Sap; -1), Hand-To-Hand Attack (-1/2), Has To Target Head (-1/2) 0
20 Good Aim: Find Weakness 11- with Sap and Knives 0
Powers Cost: 44
Cost Skill
9 +3 w/ Knives
3 Concealment 12-
3 Electronics 12-
3 CK: Campaign City 12-
7 Lockpicking 14-
3 +3 with Lockpicking (6 Active Points); Non-Keyed Locks Only (-1)
3 Mechanics 12-
3 Security Systems 12-
5 Stealth 13-
5 Streetwise 13-
3 Systems Operation 12-
Skills Cost: 47Total Character Cost: 150
Val Disadvantages
10 Psychological Limitation: Cowardly In A Fair Fight (Common, Moderate)
20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong)
10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme)
10 Social Limitation: Criminal Record (Frequently, Minor)
Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0PeterPlayer: NPC (Thug)
Val Char Cost
20 STR 10
18 DEX 24
15 CON 10
10 BODY 0
13 INT 3
11 EGO 2
13 PRE 3
10 COM 0
8 PD 4
8 ED 5
3 SPD 2
7 REC 0
30 END 0
35 STUN 7
8" RUN42" SWIM04" LEAP0Characteristics Cost: 74
Cost Power END
10 Baseball Bat: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); OAF (Bat; -1), Hand-To-Hand Attack (-1/2) 1
Powers Cost: 10
Cost Skill
5 +5 Strike With Baseball Bat
7 Combat Driving 15-
2 Gambling (Sports Betting) 12-
3 Lockpicking 13-
5 Mechanics 13-
5 CK: Campaign City 14-
4 KS: Cars 13-
3 KS: Baseball 12-
6 Navigation (Urban) 14-
3 Jack of All Trades
4 1) PS: Auto Body and Detailing (5 Active Points) 14-
2 2) PS: Auto Mechanic (3 Active Points) 12-
2 3) PS: Baseball (3 Active Points) 13-
2 4) PS: Cab Driver (3 Active Points) 12-
5 5) PS: Drag Racing (6 Active Points) 15-
3 Stealth 13-
5 Streetwise 13-
Skills Cost: 66Total Character Cost: 150
Val Disadvantages
10 Enraged: If People Mess With His Vehicles (Uncommon), go 11-, recover 14-
20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong)
10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme)
10 Social Limitation: Criminal Record (Frequently, Minor)
Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0RogerPlayer: NPC (Thug)
Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
15 BODY 10
10 INT 0
10 EGO 0
15 PRE 5
10 COM 0
10 PD 6
8 ED 4
4 SPD 10
8 REC 0
40 END 0
42 STUN 7
9" RUN63" SWIM14" LEAP0Characteristics Cost: 109
Cost Martial Arts Maneuver
4 Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3 Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4 Reversal: var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs
3 Slam: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
3 Takedown: 1/2 Phase, +2 OCV, +1 DCV, 6d6 Strike; You Fall, Target Falls
8 +2 HTH Damage Class(es)
Martial Arts Cost: 29
Cost Skill
9 +3 with Wrestling (Martial) Maneuvers
3 Breakfall 13-
Skills Cost: 12Total Character Cost: 150
Val Disadvantages
20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong)
10 Psychological Limitation: Overconfident vs. Non-Grappling Martial Artists (Uncommon, Strong)
10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme)
10 Social Limitation: Criminal Record (Frequently, Minor)
Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0ThumperPlayer: NPC (Thug)
Val Char Cost
23 STR 13
20 DEX 30
20 CON 20
15 BODY 10
8 INT -2
10 EGO 0
15 PRE 5
6 COM -2
10 PD 5
8 ED 4
4 SPD 10
9 REC 0
40 END 0
50 STUN 13
6" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 106
Cost Power END
6 Brass Knuckles: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (Brass Knuckles; -1/2), Restrainable (-1/2) 0
Powers Cost: 6
Cost Martial Arts Maneuver
1 Weapon Element: Fist-Loads
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on
4 Cross: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
4 Followup: 1/2 Phase, +2 OCV, +2 DCV, 6 1/2d6 Strike, Must Follow Block
5 Headbutt: 1/2 Phase, +1 OCV, -2 DCV, 8 1/2d6 Strike
5 Hook: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike
4 Jab: 1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike
Martial Arts Cost: 30
Cost Skill
2 KS: Boxing 11-
6 +2 with Boxing (Martial) Maneuvers
Skills Cost: 8Total Character Cost: 150
Val Disadvantages
10 Enraged: When People Say He's Stupid (Common), go 8-, recover 14-
20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong)
10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme)
10 Social Limitation: Criminal Record (Frequently, Minor)
Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0CottontailPlayer: NPC (Follower)
Val Char Cost
8 STR -2
17 DEX 21
10 CON 0
10 BODY 0
8 INT -2
10 EGO 0
15/30 PRE 5
20 COM 5
5 PD 3
5 ED 3
3 SPD 3
4 REC 0
20 END 0
19 STUN 0
4" RUN-42" SWIM01 1/2" LEAP0Characteristics Cost: 32
Cost Power END
23 Powder Puff: (Total: 85 Active Cost, 23 Real Cost) Energy Blast 2d6, Uncontrolled (End By Dousing With Water) (+1/2), No Normal Defense (LS: SC Breathing; +1), Continuous (+1) (35 Active Points); OAF (Powder Puff; -1), 4 Charges (-1), No Range (-1/2) (Real Cost: 10) plus Sight and Smell/Taste Groups Flash 4d6, No Normal Defense (LS: SC Breathing; +1) (50 Active Points); 1 Charge (-2), No Range (-1/2), Linked (Energy Blast; -1/4) (Real Cost: 13) [4]
6 High Heeled Shoes: Multipower, 10-point reserve, (10 Active Points); all slots OIF (Shoes; -1/2), Side Effects - 2" Running When Worn (-1/4)
1u 1) Kicking Toe: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (Shoes; -1/2), Side Effects - 2" Running When Worn (-1/4) 1
1u 2) Spike Heel: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); OIF (Shoes; -1/2), Side Effects - 2" Running When Worn (-1/4) 1
7 Cute L'il Bunny: +15 PRE (15 Active Points); Only For Interaction Skills and Sexuality/Attractiveness-based PRE Attacks (-1)
10 Too Cute To Hurt: +4 with DCV (20 Active Points); Only vs. Those Who Might Find Her Attractive (-1/2), Requires A Seduction Roll (-1/2)
Powers Cost: 48
Cost Martial Arts Maneuver
5 High Kick: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike [Notes: 7 1/2d6 Total]
5 Knee Kick: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 , Target Falls [Notes: 1d6+1 w/ Spike Heel]
5 Low Kick: 1/2 Phase, +0 OCV, -2 DCV, 2d6 NND, Target Falls
0 Weapon Element: High-Heel Shoes
Martial Arts Cost: 15
Cost Skill
8 +4 with Powderpuff
3 +1 with Women's Self Defense (Martial) Maneuvers
5 +1 with Interaction/PRE-Based Skills
1 Acting 8-
3 Contortionist 12-
3 Conversation 12- (15-)
3 Disguise 11-
2 CuK: Campaign City Street Culture 11-
2 CuK: Sex Trade and Porn Industry 11-
2 CK: Campaign City 11-
3 Persuasion 12- (15-)
3 PS: Prostitute 12- (15-)
3 PS: Exotic Dancer 12- (15-)
3 Seduction 12- (15-)
3 Sleight Of Hand 12-
3 Stealth 12-
5 Streetwise 13- (16-)
Skills Cost: 55Total Character Cost: 150
Val Disadvantages
5 Distinctive Features: Hypersexualized Mannerisms, Centerfold Build (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong)
15 Reputation: Criminal Record (Prostitution), General Bimbo/Floozy, 11- (Extreme)
10 Social Limitation: Criminal Record (Frequently, Minor)
Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Note - the HD document does not include the thug write-ups, which are included above. If anyone wants those, let me know and I can send them or include them here.
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