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The New Circle


OddHat

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Re: The New Circle

 

Nope, haven't got the ROTK, but I am planning on getting the Extended Versions Boxed Set here someday soon.

 

I wanted to stay away from the "Addiction" but it seems a good theme. I also toyed with the idea of him activating each ring seperately, having an hour of flight, hour of presence...but if I did that, I might aswell put them in a big MP, this way he's a viable threat to 750 pt charcters, I tend to fall into "Great Power" traps. :D

 

I thought of fuel based, but I didn't like where I was going with it.

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Guest bblackmoor

Re: The New CircleI finally finished enough of this villain to be willing to show him to others: Thornmallow, also known as The Iron Lich.

180px-Thornmallow.jpgThornmallow

Albert Thornmallow, The Iron Lich

Val Char Cost
50/100 STR 40
18 DEX 24
30 CON 40
25 BODY 30
23 INT 13
28 EGO 36
25 PRE 15
4 COM -3
30 PD 20
30 ED 24
2 SPD 0
16 REC 0
60 END 0
65 STUN 0
12" RUN 12
0" SWIM -2
10"/20" LEAP 0
Characteristics Cost: 249

Cost Power END
30 Body of enchanted iron: Damage Resistance (30 PD/30 ED) 0
30 Life beyond death: Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0
0 Magesight: Mental Awareness 0
37 Sense life: Detect living things (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense 0
60 Spontaneous sorcery: Variable Power Pool (Magic Pool), 40 base + 20 control cost, (60 Active Points)
50 Prepared sorcery: Multipower, 75-point reserve, (75 Active Points); Requires A Sorcery Skill Roll To Change (-1/2)
7u 1) Archmage's riposte: (Total: 74 Active Cost, 74 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (Real Cost: 50) plus +12 with any single attack (Real Cost: 24) 0
7u 2) Burn with my rage: Killing Attack - Ranged 5d6 (75 Active Points) 7
7u 3) Curse of the worm: Sight, Hearing, Smell/Taste and Touch Groups Flash 12d6 (75 Active Points) 7
7u 4) Lesser banishment: Dispel Summon 25d6 (75 Active Points) 7
7u 5) Soulfire: Ego Attack 7d6 (70 Active Points) 7
20 Necromantic battery: Endurance Reserve (100 END, 10 REC) (20 Active Points) 0
140 The Great Key: Multipower, 210-point reserve, (210 Active Points); all slots OIF Unbreakable (-1/2)
13u 1) Arcanowave filter: Suppress 10d6, Costs END Only To Activate (+1/4), Personal Immunity (+1/4), Explosion (+1/2), All powers with a magical SFX simultaneously (+2) (200 Active Points); OIF Unbreakable (-1/2) 19
14u 2) Arcanowave receptor: (Total: 207 Active Cost, 139 Real Cost) Absorption 12d6 (energy, Necromantic battery) (60 Active Points); OIF Unbreakable (-1/2) (Real Cost: 40) plus Absorption 12d6 (magic, Necromantic battery) (60 Active Points); OIF Unbreakable (-1/2) (Real Cost: 40) plus Sight Group Flash Defense (20 points), Difficult To Dispel (x2 Active Points; +1/4) (25 Active Points); OIF Unbreakable (-1/2) (Real Cost: 17) plus Power Defense (20 points), Difficult To Dispel (x2 Active Points; +1/4) (25 Active Points); OIF Unbreakable (-1/2) (Real Cost: 17) plus Armor (0 PD/20 ED), Difficult To Dispel (x2 Active Points; +1/4) (37 Active Points); OIF Unbreakable (-1/2) (Real Cost: 25) [Notes: default power] 0
5u 3) Big, heavy, and hard: +50 STR, Affects Desolidified Affects Desolidified with mystical SFX (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (112 Active Points); No Figured Characteristics (-1/2), OIF Unbreakable (-1/2), Conditional Power Only usable as a lever or as a weapon (-1/4)
14u 4) Fold the path: Teleportation 12", x16 Increased Mass, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" radius; +3/4), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (209 Active Points); OIF Unbreakable (-1/2) 20
14u 5) Harmonic barrier: Force Wall (20 PD/20 ED/10 Mental Defense/10 Power Defense; 8" long and 3" tall), Costs END Only To Activate (+1/4) (210 Active Points); OIF Unbreakable (-1/2) 17
13u 6) Harmonic neutralizer: Drain 9d6, Personal Immunity (+1/4), Any one magic SFX Power (+1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2) (202 Active Points); OIF Unbreakable (-1/2) 9
14u 7) Open the door: Extra-Dimensional Movement (Any Dimension, Any Location), x16 Increased Weight, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (210 Active Points); OIF Unbreakable (-1/2) 19
Powers Cost: 489

Cost Skill
18 +6 with Magic
19 Power 23-
3 AK: Planar Lore 14-
0 AK: Ventimiglia 8-
0 Acting 8-
3 Bribery 14-
3 Bureaucratics 14-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
3 Cryptography 14-
3 Deduction 14-
3 Electronics 14-
3 Forensic Medicine 14-
3 Linguist
0 1) Language (native): English (idiomatic; Literate) (4 Active Points)
3 2) Language: Ancient Mayan (completely fluent)
2 3) Language: Gaelic (completely fluent) (3 Active Points)
2 4) Language: Greek (completely fluent) (3 Active Points)
3 5) Language: Hebrew (completely fluent)
2 6) Language: Latin (idiomatic) (4 Active Points)
3 7) Language: Mandarin (completely fluent)
3 8) Language: Persian (idiomatic) (4 Active Points)
3 9) Language: Russian (idiomatic) (4 Active Points)
3 10) Language: Ventimiglian (idiomatic) (4 Active Points)
3 Mechanics 14-
3 Oratory 14-
3 PS: King of Ventimiglia 14-
3 Paramedics 14-
0 Persuasion 8-
3 Scholar
2 1) KS: Alchemy (3 Active Points) 14-
2 2) KS: Arcane and Occult Lore (3 Active Points) 14-
2 3) KS: Cults and Fringe Religious Groups (3 Active Points) 14-
2 4) KS: Demon Lore (3 Active Points) 14-
2 5) KS: Legendary Magic Items and Artifacts (3 Active Points) 14-
2 6) KS: Magic Item Crafting (3 Active Points) 14-
2 7) KS: Magical Diseases and Curses (3 Active Points) 14-
2 8) KS: Necromancy (3 Active Points) 14-
2 9) KS: Occult History (3 Active Points) 14-
2 10) KS: Places of Mystery (3 Active Points) 14-
2 11) KS: Ritual Magic (3 Active Points) 14-
2 12) KS: Secret Societies (3 Active Points) 14-
2 13) KS: Technomancy (3 Active Points) 14-
2 14) KS: Undead Lore (3 Active Points) 14-
3 Scientist
2 1) SS: Biology 14- (3 Active Points)
2 2) SS: Chemical and Biological Weapons 14- (3 Active Points)
2 3) SS: Chemistry 14- (3 Active Points)
2 4) SS: Physics 14- (3 Active Points)
2 5) SS: Robotics 14- (3 Active Points)
2 6) SS: Thermodynamics 14- (3 Active Points)
0 Shadowing 8-
0 Stealth 8-
3 Systems Operation 14-
Skills Cost: 146

Cost Perk
15 Money: Filthy Rich
100 Base (500pts.)
15 Fringe Benefit: Diplomatic Immunity, Head of State
Perks Cost: 130

Val Disadvantages
20 Distinctive Features: Fuming metal colossus (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Cannot Leap (Infrequently, Greatly Impairing)
5 Physical Limitation: Colorblind (Infrequently, Slightly Impairing)
10 Physical Limitation: Extremely Large and Heavy, cannot use normal clothes or items (Frequently, Slightly Impairing)
10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing)
15 Psychological Limitation: Doesn't Hurry (Very Common, Moderate)
10 Psychological Limitation: Indifferent to human life (Common, Moderate)
10 Psychological Limitation: Overconfident (Common, Moderate)
10 Psychological Limitation: Short tempered (Common, Moderate)
15 Reputation: Lich King of Ventimiglia, 11- (Extreme)
20 Social Limitation: No one likes undead wizards (Very Frequently, Severe, Not Limiting In Some Cultures)
10 Watched: Circle Of Eight 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Watched: De Schola Arcanum 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 664Total Experience Available: 664Total Character Cost: 1014Height: 3.50 mHair: noneWeight: 1600.00 kgEyes: noneAppearance: Thornmallow long ago cast aside most of his flesh and the weaknesses to which it is heir, replacing it with a metal body of his own design. He has had several such bodies, improving the design each time. His current body is a metal colossus three meters tall, weighing roughly 1600 kilograms. Thornmallow's metal shell is fueled by necromancy and diesel fuel; an exhaust pipe rises from each shoulder, and black, foul-smelling smoke billows from these pipes whenever Thornmallow physically exerts himself. In lieu of a head, the metal body has a thick round window in its chest, behind which is a noxious fog or liquid, which glows with a sickly yellow light. Floating in this yellow miasma is the skull and a few withered organs of Albert Thornmallow: all that remains of his original human body.Personality: Thornmallow is as patient as death and as vindictive as an ex-lover. He never forgets, and he never forgives, no matter how small the insult. However, he rarely indulges himself in feuds or rivalries, deeming them to be a distraction from his research. Thornmallow is content to bank the fires of his hatred and take his revenge when it is most efficient. However, he is not without virtues. Thornmallow respects those whose passion for knowledge mirrors his own, and he even displays a grim sense of humor on occasion. He does not allow these traits to interfere with his goals, of course.

 

Thornmallow is rarely seen outside of Ventimiglia. Most of his time is spent in the bowels of his castle, conducting obscene experiments or deciphering ancient tomes. On the rare occasions when he is encountered elsewhere, he has a specific purpose in mind: sometimes several specific purposes.

Quote:(rasping metallic voice) "Very few people can be totally ruthless. It takes more strength than you might believe."Background: Albert Thornmallow was born in Scotland in the year 1765. A brilliant child, he excelled in his studies but was never well liked by his tutors or his classmates. As he grew older, Albert made few friends, and he preferred it that way: Albert was much happier in the company of such luminaries as Paracelsus and Albert's namesake, Albertus Magnus, whose works he pored over until the early dawn, cursing the weakness of his body that it required sleep. Albert continued to be fascinated by both the natural sciences and the supernatural, reading voraciously and studying the work of every great thinker he could discover. And yet, for all his genius, Thornmallow was unable to reconcile the arcane secrets of the ancients with the natural philosophy of his time. He felt, nay, he KNEW, that the ultimate secrets of life and death were almost within his grasp, but they continued to elude him. Had it not been for two exceptional events, Albert Thornmallow may have lived and died as a brilliant but unloved man.

 

The first exceptional event was the work of Antione Laurent Lavosiser, who overthrew the philogiston theory and replaced it with an atomic theory of matter based on identifiable elements that make up the air, water, organic material (earth), and fire. Lavosiser's work in chemistry in the late 18th century shook the foundations of all the physical sciences, including biology. They shook Thornmallow, as well. With the revelations of Lavosiser at his disposal, Thornmallow could combine his arcane research with modern science. The building blocks of life, of matter, of the universe itself were finally subject to his control. He could rework the fabric of reality, the weak and fragile fabric of life, according to a better design -- his design -- if only he had the funding. Unfortunately for Thornmallow, what small fortune his parents possessed had funded his early education. By the time Albert had graduated from the University of Ingolstadt, where had made much use of the best anatomy theater in Europe, his parents were both dead, and Albert's funds were exhausted.

 

A second exceptional event was to rescue Albert from obscurity. During a festive May Day celebration in the spring of 1792, the entire royal family of the small Eastern European country of Ventimiglia were all killed in a bizarre photography accident. The last living relative in the line of succession was none other than Albert Thornmallow. Albert ascended to the throne of Ventimiglia in the winter of 1792, and has held it ever since. Finally, Albert had the resources at his command to fulfill his ambitions. Over the next hundred years, he delved into the secrets of life, and of death, mastering numerous sciences arcane and mundane along the way, but always returning to his passions: biology and necromancy.

 

The Principality of Ventimiglia is a small, mountainous country bordered by Germany and the Czech Republic, with a population of just over 70,000 people, and a land area occupying roughly 470 square kilometers. Thornmallow is a gifted warlock and a brilliant scientist, but a mediocre ruler; Ventimiglia's fortunes have been mixed under his rule. While he successfully kept Ventimiglia out of the entanglements of the World Wars, it was at the cost of a Soviet occupation lasting nearly 70 years. Thornmallow did not care: he allowed the Soviets to handle the drudgery of administrating his country while he occupied himself with his studies. The years since the Soviet withdrawal have been difficult for Ventimiglia, requiring Thornmallow to take a more active role in its governance. He has overseen the creation of an elected Parliament, and has drafted a Constitution granting the Ventimiglian Parliament specific and carefully circumscribed authority (reserving all other powers to himself).

Powers/Tactics: The enchanted metal colossus which serves as Thornmallow's body is strong enough to lift around 25 tons, and is virtually indestructible. In addition to his merely physical strength, Thornmallow is one of the most skilled warlocks and necromancers on earth. Although he is capable of potent and varied effects, most of these require significant preparation and equipment. In the press of combat, his options are as varied but somewhat limited in power. In his subterranean laboratory, however, there is very little which is beyond his power to accomplish.

 

Thornmallow also carries a massive staff which resembles a double-bladed spear, called the Great Key, which allows him to control the arcanowave vibrations of reality itself. Thornmallow has created several Great Keys, each more powerful and more massive than the last. His current Great Key weighs approximately 800 kilograms, and is capable of opening dimensional portals, creating powerful barriers, and absorbing a variety of natural and magical energies, in addition to other effects. Most of the effects of the Great Key are activated by Thornmallow slamming its base against the ground. At need, Thornmallow can also wield the Great Key as a blunt instrument in combat, but he rarely engages in combat directly, preferring to observe a battle and aid his allies indirectly or through the medium of summoned creatures or arcano-mechanical horrors like himself. Even when on an otherwise peaceful errand, Thornmallow is always attended by two or three of his hellhounds: massive armor-plated wolves with steam-driven steel jaws. If pressed into physical combat himself, Thornmallow is likely to use the Great Key to escape at the first opportunity.

Campaign Use: Thornmallow is a member of the Circle Of Eight, a group of powerful sorcerers and necromancers whose only common interest is staying out of each other's way. Thornmallow rarely engages superheroes directly, doing his best to avoid them unless their destruction is actually his goal. Thornmallow is viciously vindictive, and will hold grudges for generations, making it possible for him to Hunt heroes whom he has never met because of an offense caused by one of their ancestors. However, Thornmallow considers it a waste of his time to make a special trip simply to settle an old grudge. Any appearance he makes will certainly have some other purpose.

 

Thornmallow's primary motivation is the accumulation of knowledge. To this end, he conducts bizarre experiments and collects rare artifacts and tomes. He does not usually allow the matter of an artifact's current ownership to interfere in this acquisition. A secondary motivation for Thornmallow is his own longevity. He has every intention of living forever, in one form or another, and would certainly investigate any scientific or arcane discovery which might extend his already considerably-extended lifespan.

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Re: The New Circle

 

Plenty of good new characters. Special kudos to Lightray for indexing the ones to that point.

 

Enforcer84, especially nice to see an Hourman take. I like the fact he loses END and STR specifically after it is exhausted, particularly END. Is 0 END a coma state, btw?

 

Bblackmoor, that's a neat lich, and effective. I have a question, though, why is the Aura of Evil "Detectable By Commonly-Used Senses"? Is that one of those "he just seems evil, I KNOW it" kind of things?

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Guest bblackmoor

Re: The New Circle

 

I have a question' date=' though, why is the Aura of Evil "Detectable By Commonly-Used Senses"? Is that one of those "he just seems evil, I KNOW it" kind of things?[/quote']

 

Oh, yeah. He oozes it. Babies cry when he walks by. Cats hiss at him. The whole nine yards.

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Guest bblackmoor

Re: The New Circle

 

Oh' date=' yeah. He oozes it. Babies cry when he walks by. Cats hiss at him. The whole nine yards.[/quote']I don't think I got my points for that.

 

I'm sorry: I do not know what you mean by that.

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Guest bblackmoor

Re: The New Circle

 

Actually, I am considering dropping the Aura Of Evil thing, along with the damage from Holy location and weapons. Not that he isn't evil: he is. But it's more of a low-key evil. Hmm.

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Re: The New Circle

 

Can't rep you for the evil lich robot right now. :(

 

As far as the Aura of Evil thing, I agree that it should be re-examined. Not that babies don't cry and cats hiss at him as he goes by, but c'mon, he's a three and a half meter iron monstrosity. I'm not sure Aura of Evil is a disadvantage...what, he can't get a date? :)

 

But either way is good. Very interesting villain.

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Re: The New Circle

 

Wow! I have really fallen far behind here. There has been some really great stuff posted over the last month. I'm delving back into it little by little.

 

I loved Chang Kar Wai and will definitely use him in my Miami game. I love how he blends mysticism and martial arts. That combination always impresses me. I love that he is so cold-blooded as well. Sometimes there doesn't seen to be enough ruthless villains. :)

 

Kanae is another great character that I think would fit into my Miami game if no player chooses to play a sea-based character [i prefer to give the players first choice on archetypes over npcs]. I love the fact that she doesn't look normal as well. I will be using Atlanteans as an enemy in the game, so if I use her I would add some Atlantean hunteds. I really like the character and power-set though. I'd be happy to let a character play Kanae if they wanted in a game.

 

I'll post more as I read more. Lots to read here. :)

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Re: The New Circle

 

Pleasepleaseplease' date=' do NOT reopen that can of nasty worms.[/quote']

 

To eveyone...I am sorry. I just needed to put my two cents worth into the pot. I never saw that great big Elder Worm which was living in such a tinnie, tinnie place.

 

Now, for things to come...I do need some help with The Laff. First...is No Normal Defence realy a +1 power? Also, can I define one of the defences of the NND as being a certan person? Also, is the Telepathic option an adder or an advantage? (Sorry, I sold my book away, and I am working off the cheet sheet which is the Hero System GM Shield and Booklet)

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As far as the Aura of Evil thing, I agree that it should be re-examined. Not that babies don't cry and cats hiss at him as he goes by, but c'mon, he's a three and a half meter iron monstrosity. I'm not sure Aura of Evil is a disadvantage...what, he can't get a date? :)

 

But either way is good. Very interesting villain.

Well, if it makes plants wither too, then think what it's doing to his rose garden. Probably explains why he's so cranky, too. ;)

 

Very nice picture, by the way. :)

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Guest bblackmoor

Re: The New Circle

 

Well' date=' if it makes plants wither too, then think what it's doing to his rose garden.[/quote']

 

Now that's a cool idea.

 

Very nice picture' date=' by the way. :)[/quote']

 

I have no idea where the picture is from. It just happened to fit perfectly with what I had in mind.

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Now' date=' for things to come...I do need some help with The Laff. First...is No Normal Defence realy a +1 power? Also, can I define one of the defences of the NND as being a certan person? Also, is the Telepathic option an adder or an advantage? (Sorry, I sold my book away, and I am working off the cheet sheet which is the Hero System GM Shield and Booklet)[/quote']

No Normal Defense is +1 for most standard powers. It is only +1/2 if you're applying it to a power which already has an unusual defense (e.g., mental powers, drains, transfers, flashes, etc.) -- or if the defense to the NND is extraordinarily common (e.g., rPD in a typical superheroic game). It is +2 (!) if you're applying it to an Autofire power.

 

You could define the NND as not functioning against a certain person. You'd still need to define "a reasonably common Power or circumstance, or a set of uncommon Powers or circumstances" as the defense to the NND. I'd say "being Mr. X" doesn't even fall into the uncommon category -- it's unique. I would say NND (not vs. X power) costs the same as NND (not vs. X power or vs. Mr. X). But the latter is much cooler.

 

Telepathic is a +1/4 Advantage for Mind Control (only).

 

As a help, I'd suggest checking the FAQ. When I'm away from my books often I can infer the information I need from that because Steve's answers are so exhaustively complete.

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Aw, the heck with it. With this post I make 1K, so I'm gonna go wild! I was making a villain for my own game, and found it disturbingly easy - and irresistable - to tweak him just slightly...

 

He's a multiform character, so there will be several posts to follow. And while I've got your attention, I'd like to thank OddHat for inviting us all over to play in his New Circle. It's been quite fun. :)

 

 

The Undying Ka

 

Alternate IDs: Herr Namelos

 

Val Char Cost

0 STR -10

0 DEX -30

20 CON 20

10 BODY 0

25 INT 15

25 EGO 30

20 PRE 10

4 COM -3

 

7 PD 4

7 ED 0

6 SPD 50

5 REC 2

40 END 0

20 STUN 0

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 74

 

Cost Power

62 Mesmeric Powers: Multipower, 62-point reserve

12m 1) Mesmeric Control: Mind Control 7d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2) (61 Active Points)

12m 2) Mesmeric Assault: Ego Attack 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points)

12m 3) Mind Reading: Telepathy 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points)

8m 4) Mind Speech: Mind Link (Any Willing Target), Number of Minds (x32) (40 Active Points)

1u 5) Mesmeric Surgery: Transform 1d6 +1: Into Host Body (Major), Requires A Metempsychosis Skill Roll (No Active Point penalty to Skill Roll +0), Based On EGO Combat Value (Mental Defense; +1), Range Modifiers Apply (-1/4), Cumulative (x8 max.) (+1 1/4) (60 Active Points); Extra Time 1 Hour (-3)

15 Mental Defenses: +15 Mental Defense (20 points total)

0 Mental Sense: Mental Awareness

22 Mesmeric Senses: Spatial Awareness

46 Undead Organs: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep

7 Canopic Jar: Armor (3 PD/3 ED) (9 Active Points); Visible (-1/4)

30 Hard to Hit: +6 with DCV

 

41 Host Bodies: Multiform (480 Character Points in the most expensive form) (x4 Number Of Forms), Trigger (returns to Canopic Jar body at 0 STUN or 0 BODY (+1/4) (132 Active Points); Extra Time 5 Minutes (-2), Multiform Can Be Changed Only In Given Circumstance (-1/4) [Notes: White Gorilla, Giant Ant, Starlet, Ushabti]

30 Magic Jar: (Total: 81 Active Cost, 30 Real Cost) Teleportation 1", Trigger (+1/4), Megascale (1" = 100,000 km; +1 1/2) (5 Active Points); 1 Recoverable Charges (-1 1/4) (Real Cost: 2) plus Teleportation: Fixed Location (1 Locations) (Real Cost: 1) plus Healing 6d6 (max. Healed Points: 36), Trigger (+1/4) (75 Active Points); 1 Recoverable Charges (-1 1/4), Self Only (-1/2) (Real Cost: 27) [Notes: "Returns" to Canopic Jar body after any Host Body is at 0 STUN or 0 BODY.]

Powers Cost: 298

 

 

Cost Skill

10 +1 Overall

3 Metempsychosis (Power Skill) (EGO-based) 14-

5 Cramming

3 Animal Handler (Insects & Anthropods, Primates) 13-

3 Acting 13-

3 Bribery 13-

3 Conversation 13-

3 Deduction 14-

3 Disguise 14-

2 Forgery 14-

3 Tactics 14-

3 PS: Connoisseur (INT-based) 14-

3 Linguist

1 1) Language: German (imitate dialects; Native)

4 2) Language: English (imitate dialects)

2 3) Language: Arabic (completely fluent)

2 4) Language: Turkish (completely fluent)

2 5) Language: Arameic (completely fluent)

2 6) Language: Egyptian (completely fluent)

3 Scholar

1 1) KS: Ancient History 11-

1 2) KS: Turakian Age 11-

2 3) KS: Freemasonry (INT-based) 14-

2 4) KS: Occult (INT-based) 14-

2 5) KS: Theosophy (INT-based) 14-

1 6) KS: The Mystic World 11-

1 7) KS: The New Circle 11-

3 Scientist

1 1) SS: Alchemy 11-

1 2) SS: Archaeology 11-

2 3) SS: Pyramidology (INT-based) 14-

2 4) SS: Mesmerism (INT-based) 14-

1 5) SS: Spiritualism 11-

3 Traveler

2 1) AK: City of White Apes (INT-based) 14-

2 2) AK: Underearth (INT-based) 14-

1 3) AK: Egypt 11-

1 4) AK: Arabia 11-

Skills Cost: 92

 

Cost Perk

3 Contact: Thule-Gesellschaft , Organization Contact (+2) (3 Active Points) 8-

3 Contact: Vril-Gesellschaft , Organization Contact (+2) (3 Active Points) 8-

2 Reputation: White Pharoah (A medium-sized group; 8-) +2/+2d6

40 Base: Hidden Sanctum (200 Base, 30 Disad)

35 Follower: White Apes (x12, 75 Base, 35 Disad) [Notes: Use Gorilla from The Bestiary. Replace "Near-Human Intelligence" with "Obedient To the Undying Ka".]

40 Follower: Giant Flying Ants (x30, 75 Base, 40 Disad)

Perks Cost: 123

 

Cost Talent

3 Simulate Death

Talents Cost: 3

 

Total Character Cost: 590

 

Pts. Disadvantage

0 Distinctive Features: Canopic Jar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Distinctive Features: Unusually Urbane & Suave (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: Disrespect (Uncommon), go 8-, recover 14-

20 Hunted: The New Circle 11- (Mo Pow; Harshly Punish)

15 Hunted: Anubis 11- (As Pow; Harshly Punish)

20 Physical Limitation: Very Limited Manipulation: no limbs (All the Time; Greatly Impairing)

20 Physical Limitation: Very Limited Perception: no sight, hearing, smell/taste (All the Time; Greatly Impairing)

5 Physical Limitation: Small (1 m; +3" knockback) (Infrequently; Slightly Impairing)

15 Psychological Limitation: Arrogant & Overconfident (Very Common; Moderate)

15 Psychological Limitation: Honorable & Noblesse Oblige (Common; Strong)

0 Reputation: Nazi Occultist 8- (Known Only To A Small Group)

5 Vulnerability: 1 1/2 x STUN Affects Desolidified or Versus Ghosts (Uncommon)

 

Disadvantage Points: 125

Base Points: 300

Experience Required: 165

Total Experience Available: 165

Experience Unspent: 0

 

Background/History: No one knows the original name of the Undying Ka - the earliest documents only name him as "Herr Namelos", Mr. Nameless. In the 1910s he was a member of the Order of Teutons, Rosicrucian Freemasons who were the secret origin of National Socialism. He disagreed with the Theosophic theories later endorsed by the Thule Society and the Vril Society, though. By spiritualism, he had discovered evidence of the Turakian Age, which he believed the Theosophists had misidentified as the lost continent of "Thule". He offered as proof the fact that his occult sciences had gifted him with the most able and learned brain on Earth; but his rivals scoffed at his claims.

 

For a time, he worked with the National Socialists, who funded his expeditions into the wastes of Arabia and Egypt, seeking Rosicrucian and Thulian artifacts. It was during this time that he discovered the City of White Apes and the caverns of Underearth - but neither were what the Nazis sought, and they failed to exploit his findings.

 

Having been on the fringes of Nazi occultism, he escaped Hitler's purges unscathed. He occasionally allied with the Nazis as World War II progressed, but their interests had diverged. He also now had to contend with the first Mystery Men, who often interfered with his plans. He adopted a persona of his own - "White Pharoah" - and fought them off with mesmeric powers pieced together from fragments of Turakian lore pieced together out of Egyptian secrets.

 

After World War II he retreated into isolation. He was aging, his body failing, but he believed he had unraveled the secrets of the Book of Coming Forth By Day - secrets that would preserve not his body, but his soul, forever. Under his mental command, his minions performed his mummification, placing the correct organs, preserved, into the canopic jar that would serve as the vessel for his living, undead spirit.

 

Now, at last, armed with the power to rule over lesser mortals, he was able to put into motion his plans for conquest. But despite his minions and specially prepared host bodies, despite the resources of the City of White Apes and of Underearth, he continues to be foiled by the New Circle and their ilk. It is quite vexing.

 

Personality/Motivation: The Undying Ka is urbanely evil - he considers himself superior in intellect to the entire world, and as the only person suitable to rule the world he feels obliged to do just that. However despicable his ideals and ambitions are, though, he holds to honor and respect. He will always keep his word. If his foes show him disrespect, he will be ruthless; conversely, if they show him respect, he might even be willing to join forces against a greater evil.

 

Even when forced to kidnap, hold hostage, or harm innocents, the Undying Ka will always be regretful, polite, and a consummate host. Above all else, he is an elegant and genteel villain (imagine him as Kelsey Grammer doing Frasier).

 

Quote: "It's really quite useless to try escape, you know. Here, have some of the Madeira. It's an excellent vintage."

 

Powers/Tactics: Generally, the Undying Ka will be encountered in one of his host bodies. The Giant Ant host body will typically lead swarms of Giant Ants to attack police headquarters, military bases, and other institutions that might strengthen the resolve of the public to resist his demands. The White Ape host body is used for all his schemes - it is his main host body, capable in combat, and the one he wants to be identified with. The Dolores Summers host body is only used covertly, to obtain access or information; he does not want it associated with the Undying Ka. The Ushabti host body is only used as a last resort - it is kept next to his Canopic Jar body, ready to protect himself.

 

To transfer bodies, the Undying Ka must bring a prepared host body into the presence of his Canopic Jar. It takes him about 5 minutes to transfer into the body. He must return the host body to the Canopic Jar to return - or, if reduced to 0 STUN or 0 BODY, he automatically returns to his Canopic Jar (triggering the Teleport and Healing, as well). This leaves the host body behind where it fell, though, so he is loathe to do this.

 

To combat superheroes, the Undying Ka relies upon his minions, his careful planning, and whatever plot device he has managed to create in his base.

 

Campaign Use: The Undying Ka is a conquering master villain who really is the lesser of evils. His plots should be elaborate, clever, but not too difficult to foil. He should only be challenging enough to the player characters for there to be time for personal interaction with him. Combat with the Undying Ka should definately involve soliloquies as he explains his plans - but he will then patiently wait to attack until the heroes have replied in kind. He should be the bad guy they end up kind of liking.

 

Add additional minions and plot devices to the Undying Ka as needed to make him a credible, lower-tier master villain. Increase the number of minions listed as examples, or add additional monsters from Underearth (other Giant Insects or Giant Worms from The Bestiary). To make the Undying Ka more formidable, increase his mental powers and add additional mentalist tricks, or have him employ other appropriate minions whose powers would support his own minions (e.g., ranged attacks and special attacks).

 

Plot Seed: What is going on? White apes are robbing banks and currency shipments. Giant flying ants are swarming to attack the police officers, leaving them short-staffed with many hospitalized. Quietly, someone has been buying up small properties around the city in a ring that could make a perfect pentagram or other occult circle. At least things are going right for one of the player characters: he's been dating a beautiful young starlet...

 

Plot Seed: The Undying Ka has yet another grand plan about to come to fruition - but he does not want any interference from the player characters until his thousands of Giant Ant pupae have time to metamorphize. He therefore kidnapps the DNPCs of the player characters, and sends word that they will remain with him - unharmed, of course - for the next three days. Not only does he not harm the DNPCs in his care, but they are waited on hand and foot by his white ape minions, enjoying his extensive wine collection at the gourmet, formal dinners he invites them to each night. If his sanctum is intruded upon in a rescue attempt, he will regretfully begin to prepare one of the DNPCs to be one of his host bodies. If left alone, the DNPCs are returned safely to their homes at the exact minute specified - probably just before swarms of flying Giant Ants take to the skies...

 

Plot Seed: Takofanes has unearthed some dire artifact from the Turakian Age - something likely to be known of only by scholars such as the Undying Ka. The player characters must find the secretive master villain, and ask for his help against an even greater evil. Have the player characters been respectful and honorable toward the Undying Ka in past encounters? The fate of the world may rest upon this.

 

Appearance: Small, ceramic canopic jar of Egyptian design.

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Ka's multiform #1

 

Gorilla Ka

 

Alternate IDs: The Undying Ka

 

Val Char Cost

25 STR 15

25 DEX 45

20 CON 20

15 BODY 10

25 INT 15

25 EGO 30

25 PRE 15

8 COM -1

 

5 PD 0

4 ED 0

6 SPD 25

10 REC 2

40 END 0

38 STUN 0

 

5" RUN -2

0" SWIM -2

5" LEAP 0

Characteristics Cost: 172

 

Cost Power

10 Arm Swing: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) [Notes: 8d6 with STR]

15 Bite: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) [Notes: 2d6K with STR]

 

62 Mesmeric Powers: Multipower, 62-point reserve

5u 1) Mesmeric Control: Mind Control 7d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points)

5u 2) Mesmeric Assault: Ego Attack 5d6 (50 Active Points)

5u 3) Mind Reading: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points)

3u 4) Mind Speech: Mind Link (Any Willing Target), Number of Minds (x16) (35 Active Points)

15 Mental Defenses: +15 Mental Defense (20 points total)

0 Mental Sense: Mental Awareness

Powers Cost: 120

 

Cost Martial Arts Maneuver

Red In Tooth And Claw

4 1) Avoid Harm: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 2) Smash: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

4 4) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab

Martial Arts Cost: 15

 

Cost Skill

10 +1 Overall

5 Cramming

3 Metempsychosis (Power Skill) (EGO-based) 14-

3 Acting 14-

3 Animal Handler (Insects & Anthropods, Primates) 14-

3 Bribery 14-

3 Climbing 14-

3 Conversation 14-

3 Deduction 14-

3 Disguise 14-

2 Forgery 14-

3 Tactics 14-

3 PS: Connoisseur (INT-based) 14-

3 Linguist

1 1) Language: German (imitate dialects; Native)

4 2) Language: English (imitate dialects)

2 3) Language: Arabic (completely fluent)

2 4) Language: Turkish (completely fluent)

2 5) Language: Arameic (completely fluent)

2 6) Language: Egyptian (completely fluent)

3 Scholar

1 1) KS: Ancient History 11-

1 2) KS: Turakian Age 11-

2 3) KS: Freemasonry (INT-based) 14-

2 4) KS: Occult (INT-based) 14-

2 5) KS: Theosophy (INT-based) 14-

1 6) KS: The Mystic World 11-

1 7) KS: The New Circle 11-

3 Scientist

1 1) SS: Alchemy 11-

1 2) SS: Archaeology 11-

2 3) SS: Pyramidology (INT-based) 14-

2 4) SS: Mesmerism (INT-based) 14-

1 5) SS: Spiritualism 11-

3 Traveler

2 1) AK: City of White Apes (INT-based) 14-

2 2) AK: Underearth (INT-based) 14-

1 3) AK: Egypt 11-

1 4) AK: Arabia 11-

Skills Cost: 95

 

Cost Perk

40 Base: Hidden Sanctum (200 Base, 30 Disad)

35 Follower: White Apes (x12, 75 Base, 35 Disad) [Notes: Use Gorilla from The Bestiary. Replace "Near-Human Intelligence" with "Obedient To the Undying Ka".]

Perks Cost: 75

 

Cost Talent

3 Simulate Death

Talents Cost: 3

 

Total Character Cost: 480

 

Pts. Disadvantage

15 Distinctive Features: White Ape (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Unusually Urbane & Suave (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: Disrespect (Uncommon), go 8-, recover 14-

20 Hunted: The New Circle 11- (Mo Pow; Harshly Punish)

15 Hunted: Anubis 11- (As Pow; Harshly Punish)

0 Physical Limitation: Human Size (up to about 2 m tall and 300 kg)

5 Physical Limitation: Limited Manipulation (Infrequently; Slightly Impairing)

15 Psychological Limitation: Arrogant & Overconfident (Very Common; Moderate)

15 Psychological Limitation: Honorable & Noblesse Oblige (Common; Strong)

0 Reputation: Nazi Occultist 8- (Known Only To A Small Group)

5 Vulnerability: 1 1/2 x STUN Affects Desolidified or Versus Ghosts (Uncommon)

 

Disadvantage Points: 100

Base Points: 300

Experience Required: 80

Total Experience Available: 165

Experience Unspent: 85

 

Powers/Tactics: Directs his White Ape minions to protect him, while he carries out whatever is necessary for his latest scheme. If personally confronted by a superhero, is mroe than capable of attacking either with his gorilla strength or with his mental powers, whichever is more appropriate.

 

Campaign Use: The Undying Ka uses his White Ape host body as his default body. It is rugged enough for battle with superheroes, and unusual enough to keep attention away from two more important forms - Dolores Summers and his Canopic Jar. In this form, he will usually be attended by his White Ape minions, and often operating some doomsday device taken from his base.

 

Appearance: White-furred gorilla, who can speak intelligibly.

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Ka's multiform #2

 

Ant Ka

 

Alternate IDs: The Undying Ka

 

Val Char Cost

25 STR 15

25 DEX 45

20 CON 20

10 BODY 0

25 INT 15

25 EGO 30

20 PRE 10

4 COM -3

 

12 PD 4

7 ED 0

8 SPD 45

10 REC 2

40 END 0

33 STUN 0

 

6" RUN 0

2" SWIM 0

5" LEAP 0

Characteristics Cost: 183

 

Cost Power

20 Mandibles: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD) [Notes: 2½d6K with STR]

6 Formic Acid Spray: Flash 3d6 (Sight Group, Smell/Taste Group) (20 Active Points); 1 Charges (-2), Reduced By Range (-1/4)

9 Chiton: Armor (3 PD/3 ED)

10 Ant Senses: Discriminatory Sense (Smell/Taste Group)

7 Wings: Flight 5" (10 Active Points); Restrainable (-1/2)

8 Insect Feet: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)

6 Six Legs: Extra Limbs , Inherent (+1/4) (6 Active Points)

 

40 Mesmeric Powers: Multipower, 40-point reserve

4u 1) Mesmeric Assault: Ego Attack 4d6 (40 Active Points)

4u 2) Mind Reading: Telepathy 6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points)

4u 3) Mind Speech: Mind Link (Any Willing Target), Number of Minds (x32) (40 Active Points)

15 Mental Defenses: +15 Mental Defense (20 points total)

0 Mental Sense: Mental Awareness

Powers Cost: 133

 

 

Cost Skill

10 +1 Overall

3 Metempsychosis (Power Skill) (EGO-based) 14-

5 Cramming

3 Animal Handler (Insects & Anthropods, Primates) 13-

3 Climbing 14-

3 Deduction 14-

3 Tactics 14-

3 PS: Connoisseur (INT-based) 14-

3 Linguist

1 1) Language: German (imitate dialects; Native)

4 2) Language: English (imitate dialects)

2 3) Language: Arabic (completely fluent)

2 4) Language: Turkish (completely fluent)

2 5) Language: Arameic (completely fluent)

2 6) Language: Egyptian (completely fluent)

3 Scholar

1 1) KS: Ancient History 11-

1 2) KS: Turakian Age 11-

2 3) KS: Freemasonry (INT-based) 14-

2 4) KS: Occult (INT-based) 14-

2 5) KS: Theosophy (INT-based) 14-

1 6) KS: The Mystic World 11-

1 7) KS: The New Circle 11-

3 Scientist

1 1) SS: Alchemy 11-

1 2) SS: Archaeology 11-

2 3) SS: Pyramidology (INT-based) 14-

2 4) SS: Mesmerism (INT-based) 14-

1 5) SS: Spiritualism 11-

3 Traveler

2 1) AK: City of White Apes (INT-based) 14-

2 2) AK: Underearth (INT-based) 14-

1 3) AK: Egypt 11-

1 4) AK: Arabia 11-

Skills Cost: 81

 

Cost Perk

40 Base: Hidden Sanctum (200 Base, 30 Disad)

40 Follower: Giant Flying Ants (x30, 75 Base, 40 Disad)

Perks Cost: 80

 

Cost Talent

3 Simulate Death

Talents Cost: 3

 

Total Character Cost: 480

 

Pts. Disadvantage

15 Distinctive Features: Giant Ant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

0 Distinctive Features: Unusually Urbane & Suave (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Enraged: Disrespect (Uncommon), go 8-, recover 14-

20 Hunted: The New Circle 11- (Mo Pow; Harshly Punish)

15 Hunted: Anubis 11- (As Pow; Harshly Punish)

15 Physical Limitation: Very Limited Manipulation: no limbs (Frequently; Greatly Impairing)

10 Physical Limitation: Cannot Talk (Frequently; Slightly Impairing)

5 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates (Infrequently; Slightly Impairing)

0 Physical Limitation: Human Size (up to about 2 m tall and 300 kg)

15 Psychological Limitation: Arrogant & Overconfident (Very Common; Moderate)

15 Psychological Limitation: Honorable & Noblesse Oblige (Common; Strong)

5 Vulnerability: 1 1/2 x STUN Affects Desolidified or Versus Ghosts (Uncommon)

 

Disadvantage Points: 120

Base Points: 300

Experience Required: 60

Total Experience Available: 165

Experience Unspent: 105

 

Powers/Tactics: Directs the attacks of other Giant Ants. If necessary, will use his reduced mental powers to turn the tides of battle, but is more likely to conceal himself among his Giant Ant minions and anonymously escape with them.

 

Campaign Use: The Undying Ka uses his Giant Ant host body to lead swarms of Giant Ants out of Underearth to do his bidding. Generally, these attacks soften up the populace so they are ready to meet his demands when he is ready to make them.

 

Appearance: Giant, man-sized flying ant.

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Ka's multiform #3

 

Dolores Summers

 

Alternate IDs: The Undying Ka

 

Val Char Cost

10 STR 0

25 DEX 45

18 CON 16

10 BODY 0

25 INT 15

25 EGO 30

25 PRE 15

30 COM 10

 

13 PD 2

13 ED 0

6 SPD 25

6 REC 0

36 END 0

25 STUN 1

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 159

 

Cost Power

10 You Wouldn't Hit A Lady: +2 with DCV

9 Looks Are Everything: +3 with Conversation, Persuasion, Seduction

18 Look Harmless: Combat Luck (9 PD/9 ED)

 

52 Mesmeric Powers: Multipower, 52-point reserve

5u 1) Mesmerism: Mind Control 7d6, Invisible Power Effects (Mental Group; +1/2) (52 Active Points)

5u 2) Mesmeric Control: Mind Control 7d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points)

5u 3) Mesmeric Assault: Ego Attack 5d6 (50 Active Points)

5u 4) Mind Reading: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points)

4u 5) Mind Speech: Mind Link (Any Willing Target), Number of Minds (x32) (40 Active Points)

15 Mental Defenses: +15 Mental Defense (20 points total)

0 Mental Sense: Mental Awareness

Powers Cost: 128

 

Cost Martial Arts Maneuver

Womanly Wiles

4 1) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

4 2) Let Go Of Me: var Phase, -1 OCV, -2 DCV, +25 STR to Escape; Grab Two Limbs

4 3) You Wouldn't Hit A Lady: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

8 4) +2 HTH Damage Class(es)

Martial Arts Cost: 20

 

Cost Skill

10 +1 Overall

3 Metempsychosis (Power Skill) (EGO-based) 14-

5 Cramming

3 Acting 14-

3 Animal Handler (Insects & Anthropods, Primates) 14-

3 Bribery 14-

3 Conversation 14-

3 Deduction 14-

3 Disguise 14-

2 Forgery 14-

3 Persuasion 14-

3 Seduction 14-

3 Tactics 14-

3 PS: Connoisseur (INT-based) 14-

1 PS: Actress 8-

1 PS: Singer 8-

3 Linguist

1 1) Language: German (imitate dialects; Native)

4 2) Language: English (imitate dialects)

2 3) Language: Arabic (completely fluent)

2 4) Language: Turkish (completely fluent)

2 5) Language: Arameic (completely fluent)

2 6) Language: Egyptian (completely fluent)

3 Scholar

1 1) KS: Ancient History 11-

1 2) KS: Turakian Age 11-

2 3) KS: Freemasonry (INT-based) 14-

2 4) KS: Occult (INT-based) 14-

2 5) KS: Theosophy (INT-based) 14-

1 6) KS: The Mystic World 11-

1 7) KS: The New Circle 11-

3 Scientist

1 1) SS: Alchemy 11-

1 2) SS: Archaeology 11-

2 3) SS: Pyramidology (INT-based) 14-

2 4) SS: Mesmerism (INT-based) 14-

1 5) SS: Spiritualism 11-

3 Traveler

2 1) AK: City of White Apes (INT-based) 14-

2 2) AK: Underearth (INT-based) 14-

1 3) AK: Egypt 11-

1 4) AK: Arabia 11-

Skills Cost: 100

 

Cost Perk

1 Fringe Benefit: Passport

8 Reputation: Starlet (A large group; 11-) +4/+4d6

5 Money: Well Off

9 Contact: the Media (Contact has access to major institutions), Organization Contact (+2) (9 Active Points) 11-

40 Base: Hidden Sanctum (200 Base, 30 Disad)

Perks Cost: 63

 

Cost Talent

4 Double Jointed

3 Perfect Pitch

3 Simulate Death

Talents Cost: 10

 

Total Character Cost: 480

 

Pts. Disadvantage

5 Distinctive Features: Famous Starlet (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Unusually Urbane & Suave (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: Disrespect (Uncommon), go 8-, recover 14-

20 Hunted: The New Circle 11- (Mo Pow; Harshly Punish)

15 Hunted: Anubis 11- (As Pow; Harshly Punish)

5 Hunted: the Media 8- (Less Pow; Mildly Punish; Extensive Non-Combat Influence)

5 Physical Limitation: Small (1 m; +3" knockback) (Infrequently; Slightly Impairing)

15 Psychological Limitation: Arrogant & Overconfident (Very Common; Moderate)

15 Psychological Limitation: Honorable & Noblesse Oblige (Common; Strong)

5 Reputation: Famous Starlet 8-

20 Social Limitation: Secret Identity (Very Frequently; Major)

5 Vulnerability: 1 1/2 x STUN Affects Desolidified or Versus Ghosts (Uncommon)

 

Disadvantage Points: 120

Base Points: 300

Experience Required: 60

Total Experience Available: 165

Experience Unspent: 105

 

Powers/Tactics: Protest her innocence and avoid getting hurt.

 

Campaign Use: The Undying Ka uses his Dolores Summers host body only covertly; he does not want to have her "secret identity" exposed - either to the public or to superheroes. Not only does her fame allow him easy access to many people and places otherwise difficult to contact, but it allows him a public mouthpiece to use as a puppet. When asked by the media for her opinion - and the media always asks celebrities for their opinion - she'll always say she thinks they should acceed to the Undying Ka's demands. If particularly annoyed by a superhero, Dolores Summers may be used for covert infiltration, perhaps as a girlfriend...

 

Appearance: Young, blond, and beautiful. Wears the finest couteur, shows up on all the magazine covers. Known more for being famous than for doing something to be famous.

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Ka's multiform #4

 

Ushabti Ka

 

Alternate IDs: The Undying Ka

 

Val Char Cost

35 STR 25

25 DEX 45

20 CON 20

15 BODY 10

25 INT 15

25 EGO 30

25 PRE 15

8 COM -1

 

20 PD 13

20 ED 16

5 SPD 15

12 REC 2

0 END -20

55 STUN 12

 

6" RUN 0

2" SWIM 0

7" LEAP 0

Characteristics Cost: 197

 

Cost Power

20 Fists of Clay: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) [Notes: 11d6 with STR]

17 Tireless: +0 STR, Reduced Endurance (0 END; +1/2) (17 Active Points) (Modifiers affect Base Characteristic)

6 Tireless: 0" Running (6" total), Reduced Endurance (0 END; +1/2) (6 Active Points)

1 Tireless: Swimming 0" (2" total), Reduced Endurance (0 END; +1/2) (1 Active Points)

3 Tireless: Leaping 0" (7" forward, 3 1/2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points)

20 Body of Clay: Damage Resistance (20 PD/20 ED)

15 Body of Clay: Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack (Edged Weapons; -1)

20 Ushabti's Body: Energy & Physical Damage Reduction, Resistant, 25% (30 Active Points); STUN Only (-1/2)

45 Lifeless Clay: Life Support , Custom Adder, Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep

 

15 Mental Defenses: +15 Mental Defense (20 points total)

0 Mental Sense: Mental Awareness

Powers Cost: 162

 

 

Cost Skill

10 +1 Overall

3 Metempsychosis (Power Skill) (EGO-based) 14-

5 Cramming

3 Animal Handler (Insects & Anthropods, Primates) 14-

3 Deduction 14-

3 Tactics 14-

3 PS: Connoisseur (INT-based) 14-

3 Linguist

1 1) Language: German (imitate dialects; Native)

4 2) Language: English (imitate dialects)

2 3) Language: Arabic (completely fluent)

2 4) Language: Turkish (completely fluent)

2 5) Language: Arameic (completely fluent)

2 6) Language: Egyptian (completely fluent)

3 Scholar

1 1) KS: Ancient History 11-

1 2) KS: Turakian Age 11-

2 3) KS: Freemasonry (INT-based) 14-

2 4) KS: Occult (INT-based) 14-

2 5) KS: Theosophy (INT-based) 14-

1 6) KS: The Mystic World 11-

1 7) KS: The New Circle 11-

3 Scientist

1 1) SS: Alchemy 11-

1 2) SS: Archaeology 11-

2 3) SS: Pyramidology (INT-based) 14-

2 4) SS: Mesmerism (INT-based) 14-

1 5) SS: Spiritualism 11-

3 Traveler

2 1) AK: City of White Apes (INT-based) 14-

2 2) AK: Underearth (INT-based) 14-

1 3) AK: Egypt 11-

1 4) AK: Arabia 11-

Skills Cost: 78

 

Cost Perk

40 Base: Hidden Sanctum (200 Base, 30 Disad)

Perks Cost: 40

 

Cost Talent

3 Simulate Death

Talents Cost: 3

 

Total Character Cost: 480

 

Pts. Disadvantage

15 Distinctive Features: Animate Ceramic Pharoah Statue (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Distinctive Features: Unusually Urbane & Suave (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: Disrespect (Uncommon), go 8-, recover 14-

20 Hunted: The New Circle 11- (Mo Pow; Harshly Punish)

15 Hunted: Anubis 11- (As Pow; Harshly Punish)

10 Physical Limitation: Cannot Speak (Frequently; Slightly Impairing)

0 Physical Limitation: Human Size (up to about 2 m tall and 300 kg)

15 Psychological Limitation: Arrogant & Overconfident (Very Common; Moderate)

15 Psychological Limitation: Honorable & Noblesse Oblige (Common; Strong)

5 Vulnerability: 1 1/2 x STUN Affects Desolidified or Versus Ghosts (Uncommon)

 

Disadvantage Points: 105

Base Points: 300

Experience Required: 75

Total Experience Available: 165

Experience Unspent: 90

 

Powers/Tactics: Charges into combat, engaging as many opponents as possible, deliberately trying to draw their fire. While the Ushabti provides a distraction, the Canopic Jar will be carried to safety. The Ushabti will then fight until destroyed - triggering the transfer of the Undying Ka back to his Canopic Jar body, and thereby completing his escape.

 

Campaign Use: The Undying Ka uses his Ushabti host body only as a last resort, to protect his Canopic Jar. This host body is always near his Canopic Jar, and if he knows a threat is on its way the Undying Ka will transer to the Ushabti host body while his minions carry his Canopic Jar to safety.

 

Appearance: Tall, ceramic statue of an Egyptian warrior-pharoah.

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minion

 

Ant, Giant

 

 

Val Char Cost

25 STR 15

15 DEX 15

20 CON 20

8 BODY -4

5 INT -5

3 EGO -14

15 PRE 5

4 COM -3

 

12 PD 4

7 ED 0

3 SPD 5

9 REC 0

40 END 0

30 STUN -1

 

6" RUN 0

2" SWIM 0

5" LEAP 0

Characteristics Cost: 37

 

Cost Power

20 Mandibles: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD) [Notes: 2½d6K with STR]

6 Formic Acid Spray: Flash 3d6 (Sight Group, Smell/Taste Group) (20 Active Points); 1 Charges (-2), Reduced By Range (-1/4)

9 Chiton: Armor (3 PD/3 ED)

10 Ant Senses: Discriminatory Sense (Smell/Taste Group)

6 Hive Mind: Mind Link (Specific Group of Minds), Psychic Bond, Affected As Smell Sense Group (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4)

7 Wings: Flight 5" (10 Active Points); Restrainable (-1/2)

8 Insect Feet: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)

6 Six Legs: Extra Limbs , Inherent (+1/4) (6 Active Points)

Powers Cost: 72

 

 

Cost Skill

3 Climbing 12-

3 Teamwork 12-

Skills Cost: 6

 

 

 

Total Character Cost: 115

 

Pts. Disadvantage

20 Physical Limitation: Instinctive Intelligence (All the Time; Greatly Impairing)

5 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates (Infrequently; Slightly Impairing)

0 Physical Limitation: Human Size (up to about 2 m tall and 300 kg)

15 Physical Limitation: Very Limited Manipulation (Frequently; Greatly Impairing)

 

Disadvantage Points: 40

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Ka's base

 

Hidden Sanctum

 

Player: the Undying Ka

 

Val Char Cost

4 BODY 2

6 DEF 12

7 SIZE 14

 

Characteristics Cost: 28

 

 

Cost Power

0 Location: City

5 Tunnel to Underearth: Access (Hidden (-3 to Skill Rolls))

3 No Paper Trail: Anonymity

11 Hidden: Concealment 13-

13 Warehouse: Disguise 14-

7 Secured: Security Systems 11-

10 Ill-Gotten Goods: Money: Wealthy

10 Library: +4 with Knowledge Skills (20 Active Points); OAF (-1)

5 Soundproofed: Hearing Group Images, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Increases Size (8" radius; +3/4) (12 Active Points); OIF Immobile (-1 1/2)

5 Lights: Sight Group Images, Reduced Endurance (0 END; +1/2), x8" Radius (+3/4) (22 Active Points); OAF Immobile (-2), Only To Create Light (-1) [Notes: Utilities provide power.]

1 HVAC: Life Support , Safe in Intense Cold, Safe in Intense Heat (4 Active Points); OAF Immobile (-2) [Notes: Utilities provide power.]

 

21 Theosophic Circle of Power: (Total: 34 Active Cost, 21 Real Cost) Endurance Reserve (72 END, 12 REC) Reserve: (19 Active Points); OIF Immobile (-1 1/2) (Real Cost: 15) plus Naked Modifier, Power Can Draw END from Character or END Reserve (+1/4) (15 Active Points); OIF Immobile (-1 1/2) (uses Personal END) (Real Cost: 6)

44 Pyramidal Amplifier: Naked Advantage on Mental Powers, Hole In The Middle Fixed Size (+1/4), Megascale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4), Area Of Effect (up to 6" Radius; +1) (120 Active Points); OAF Bulky Fragile (-1 3/4) (uses Personal END)

37 Ushabti Funery Statutes: Summon 295-point Ushabtis (x4 Number Of Beings), Amicable Slavishly Devoted (+1) (138 Active Points); OAF Bulky (-1 1/2), 1 Recoverable Charges (-1 1/4) [Notes: Use Clay Golem from The Bestiary.]

Powers Cost: 172

 

Total Character Cost: 200

 

 

Pts. Disadvantage

15 Dependent NPC: Base Minions 11- (Normal; Group DNPC: x2 DNPCs; Useful noncombat position or skills)

15 Social Limitation: Secret Base (Frequently; Major)

 

 

Disadvantage Points: 30

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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bonus scenario sketch

 

It's a bad thing when a workaholic has to take vacation. This is a free extra, a scenario sketch that was too long to fit in as a plot seed. I needed it there so he'd be able to rampage as a Tyrannosaurus Rex. :)

 

-------------------------

 

Dinozooia!

 

The Undying Ka is tired of his plans being foiled. Fortunately, the player characters have shown him enough respect that he is not willing to simply scoop out souls and use them or their dependants as host bodies. Something new is called for.

 

He has realized that the prevalence of the tunnels of Underearth indicated intelligent design. Using spiritualism, he is able to determine that some pre-Turakian civilization was the cause. And that they left behind a huge cavern, a cyst in the mantle of the Earth. There he knows lays a Lost World, an artificial jungle lit by occult means and full of dinosaurs.

 

Having seen Jurassic Park, in short order a multibillionaire amusement park mogul has a new girlfriend: Dolores Summers. Soon thereafter his company begins transporting huge specimens into town, and announces their immanent opening of a new amusement park: Dinozooia!

 

The player characters will understandably expect disaster from the opening of Dinozooia!, but when they are present at the opening, nothing happens. Nothing also happens for some time thereafter; the Undying Ka is patiently waiting. Eventually the player characters will be called away to deal with some problem – the Sinister Chang Kar Wai, or some of the Crowns of Krim will cause mayhem elsewhere. Then he will strike.

 

All of the dinosaurs – and more – will be released at once. Most will have been trained to chomp down uniformed police, fire, and rescue officers on sight. Others will be controlled by the spirits of loyal White Apes, whom the Undying Ka has made like unto himself. These possessed dinosaurs and a host body of his own will hunt down newsmen and politicians. Carnisaurs will stalk into buildings, or to houses, tracking down specific victims.

 

By the time the player characters return, their city is in a state of emergency, panicked and under siege. They will have to try to stop the rampaging carnisaurs, while trying to determine what is going on. The National Guard, then the military will need to be called in. And while the player characters are trying to find the cause, their detectives or sensitive mystics will notice something else…

 

In the city’s center, and slowly spreading outward, scattered people in the panicked mobs are slowly becoming calm and docile. They quietly and emotionlessly return to their homes, as if nothing were wrong. First one, then more, of the player characters’ dependants will have the same occur: in the midst of panicked fear, they suddenly become almost like sleepwalkers.

 

With months to prepare, the Undying Ka built a ritual spell over the heart of the city. The panic of the inhabitants allows the spell to seep into their minds, and they fall under his domination. By the time that the player characters realize that a series of Dinozooia! displays downtown has formed a mystic square-within-triangle-within-circle, the national guard and military will have begun to be affected. And the spell is spreading – it is contagious.

 

Can the player characters handle rampaging carnisaurs, mind-controlled mobs, the dominated army, and subverted friends? All while finding out how to stop its spread, unravel the spell, and determine which Tyrannosaurus Rex is really the Undying Ka?

 

 

 

And when they succeed, the aftermath may be even more interesting. If your campaign tends to return to the status quo after adventures, there is the possibility that several carnisaurs possessed by White Ape minds may escape to become an unusual new supervillain team. If you are interested in making some radical changes to your campaign, there can be some uncertainty as to the fate of the dinosaurs – are there too many to capture? Will they die out in this strange environment, or will they breed out of control? Meanwhile, people barbecuing may get attacked by tyrannosaurs, or children stalked by velociraptors. Urban dinosaur hunts will be demanded, over dinosaur conservationists’ protests.

 

Oh, and that Lost World in Underearth? The pre-Turakian civilization was the Elder Worms. When the founder of Dinozooia! goes bankrupt and to jail, the pictures and video of his expeditions will be released. Slug will recognize the signs of the Elder Worm left in the Lost World. He’ll probably arrive there just before the player characters are able to…

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Re: The New Circle

 

Wow! I have really fallen far behind here. There has been some really great stuff posted over the last month. I'm delving back into it little by little.

 

I loved Chang Kar Wai and will definitely use him in my Miami game. I love how he blends mysticism and martial arts. That combination always impresses me. I love that he is so cold-blooded as well. Sometimes there doesn't seen to be enough ruthless villains. :)

 

Kanae is another great character that I think would fit into my Miami game if no player chooses to play a sea-based character [i prefer to give the players first choice on archetypes over npcs]. I love the fact that she doesn't look normal as well. I will be using Atlanteans as an enemy in the game, so if I use her I would add some Atlantean hunteds. I really like the character and power-set though. I'd be happy to let a character play Kanae if they wanted in a game.

 

I'll post more as I read more. Lots to read here. :)

 

Thanks, I'm glad you liked Chang and Kanae. :)

 

Chang Kar-Wai's training was based on the type of traditional Chinese acrobatic and martial arts training that you'll find in the biographies of Jacky Chan or some Chinese Olympians. The incidents in the beginning of his story are real events adapted for the CU.

 

Kanae was fun, and I hope people will be able to use her. For Kanae I went back to stories of selkies and sirens, as well as HP Lovecraft and the CUs many tributes to his work. Atlantis itself has become strangely non-magical in most Superhero stories, and it seemed like a good idea to move Kanae away from that aspect of the archetype.

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