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Character Posting Game.


Enforcer84

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Re: Character Posting Game.

 

Know it's late, but I spent so much time on this guy, thought I'd post him anyway. This is in response to the "Dial H For Hero" challenge.

 

Billy Baxter -the Multi-Hero !

 

Player:

 

Val Char Cost
20 STR 0
20 DEX 15
18 CON 6
15 BODY 10
18 INT 8
14 EGO 8
20 PRE 5
12 COM 1
4/7 PD 0
4/7 ED 0
4 SPD 10
8 REC 0
36 END 0
35 STUN 0
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 63

 

Cost Power END
8 Heroic Muscles: +10 STR (10 Active Points); OIHID (-1/4) 1
12 Heroic Reflexes: +5 DEX (15 Active Points); OIHID (-1/4)
8 Heroic Vigor: +5 CON (10 Active Points); OIHID (-1/4)
4 Heroic Appearance: +5 PRE (5 Active Points); OIHID (-1/4)
6 Only A Flesh Wound: Combat Luck (3 PD/3 ED)
2 Heroic Speaker: Oratory 13- (3 Active Points); OIHID (-1/4)
15 Heroic Wisdom: Luck 3d6
183 Heroic Personas Provided By The Mysterious Key Of Infinite Valor: Variable Power Pool, 150 base + 33 control cost, (225 Active Points); Character Has No Choice Regarding How Powers Change (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots OIHID (-1/4)
0 1) Sample: Doctor Boomerang Form: (Total: 234 Active Cost, 150 Real Cost) EB 10 1/2d6, Indirect ( Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4) (79 Active Points); Restrainable (-1/2), OIHID (-1/4), Limited Power not underwater (-1/4), Range Based On STR (-1/4), Beam (-1/4) (Real Cost: 32) plus Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIHID (-1/4) (Real Cost: 40) plus Combat Luck (6 PD/6 ED) (12 Active Points); OIHID (-1/4) (Real Cost: 10) plus +6 DEX, No Figured Characteristics (+0) (18 Active Points); OIHID (-1/4) (Real Cost: 14) plus +2 SPD (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus Acrobatics 13-; OIHID (-1/4) (Real Cost: 2) plus Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIHID (-1/4), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 27) plus Absolute Range Sense (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus +9 versus Range Modifier for Normal Sight (9 Active Points); OIHID (-1/4) (Real Cost: 7) Real Cost: 150 5
0 2) Sample: Ultra-Evolutionary Form: (Total: 259 Active Cost, 150 Real Cost) +30 STR, No Figured Characteristics (+0), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIHID (-1/4) (Real Cost: 30) plus Armor (3 PD/3 ED) (9 Active Points); OIHID (-1/4) (Real Cost: 7) plus EB 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Restrainable (-1/2), OIHID (-1/4) (Real Cost: 39) plus FF (10 PD/10 ED/5 Power Defense) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (44 Active Points); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 29) plus +10 INT (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Mind Control 11d6, Telepathic (+1/4) (69 Active Points); Eye Contact Required (throughout; -1), Stops Working If Mentalist Is Stunned (-1/2), OIHID (-1/4), Visible (-1/4) (Real Cost: 23) plus Computer Programming 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Electronics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Inventor 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: Physics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: Genetics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: High Energy Engineering 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: biology 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) Real Cost: 150 11
Powers Cost: 238

 

 

Cost Skill
10 +2 with VPP
3 Concealment 13-
3 Conversation 13-
3 Deduction 13-
3 Paramedics 13-
3 Teamwork 13-
3 CuK: Citizens of Blue River Valley 13-
3 PS: Reporter for the Blue River Valley Gazette-Herald 13-
3 AK: Blue River Valley 13-
Skills Cost: 34

 

Cost Perk
15 Contact: The Mayor, Police Chief and all the decent folks of Blue River Valley (Contact has: useful Skills or resources, Contact limited by identity: Only accessable to Billy Baxter, Very Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12-
Perks Cost: 15

 

 

 

Val Disadvantages
20 Accidental Change: Reverts to Billy Baxter If away from Key Of Infinite Valor for more than a minute Always (Uncommon)
20 DNPC: Sally Sawyer, girlfriend and daughter to Sheriff Sawyer 14- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Many Of The Heroic Persona forms have odd appearances and/or unusual costume designs and color combinations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
20 Psychological Limitation: Protective of innocents (Common, Total)
10 Psychological Limitation: Personality quirks relevant to current persona (Uncommon, Strong)
5 Reputation: "Where In Tarnation Are All These Super Heroes Coming From And Where Do They Go ?", 11- (Known Only To A Small Group: Only the people of Blue River Valley seem to be somewhat alarmed)
10 Social Limitation: Secret ID (Occasionally, Major)
20 Hunted: Supervillain/monster/alien currently terrorizing Blue River Valley 11- (As Pow, PC has a Public ID or is otherwise very easy to find: Blue River Valley Area, Harshly Punish)
15 Unluck: 3d6

Disadvantage Points: 150

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350

 

 

Height: 1.73 m Hair: Blond
Weight: 70.00 kg Eyes: BIlly: Brown with glasses, otherwise varies
Appearance: Billy: typical scrawny and gawky teenaged kid with glasses and dressed in jeans, sneakers and short-sleeved plaid shirts.

 

 

Heroic Personas: Varies from form to form, but usually strong-jawed and cheerful.

Personality: Billy: Brave and curious, tends to rely on the Key to get him out of scrapes but can be resourceful and lucky when he has to.

 

 

Heroic Personas: Almost all are confident and competent in their abilities and seem to be able to sum up the situation without missing a beat even though they were probably just summoned. Cheerful, yet professional.

Quote:"Time For Coil-Man To Spring Into Action !"
Background: While fleeing "The Limestone Men From Jupiter" , who'd been sent to invade and pacify the small town of Blue River Valley, young Billy Baxter fell into a previously undiscovered cavern and stumbled across the "Key Of Infinite Valor".

 

Telepathically, the mysterious artifact informed Billy that on an infinite number of parallel dimensions and alternate realities, his counterparts were all powerful heroes who fought for justice and that the Key was a talisman that would enable him to randomly and temporarily transform into one of these personas for one hour.

Billy spoke the mystic oath and transformed into what would be the first of Blue River Valley's many mysterious heroes, "The Golden Gargoyle.

Soon after, the Limestone Men woke up to find themselves cooling their limestone heels in Sheriff Sawyer's jail and Blue River Valley would never be the same.

Powers/Tactics: Billy: Will try to sneak off and find a quiet place to activate the Key (unfortunately many of Billy's friends assume this to be cowardice).

 

 

Heroic Personas: Varies depending on form, but will usually charge into combat with the element of surprise and try to draw fire towards himself (themselves ?) and away from innocents.

Campaign Use:

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Re: Character Posting Game.

 

howsabout a hybrid of two legendary comics/movie vehicles but tied into the current official Champions universe or...

 

A super character from an alternate Earth that is significantly different from our own.

 

Any particular reason that you made the alternate chalange white on white?

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Re: Character Posting Game.

 

This is in response to the time-travelling loser villain.

Maximus Rex- The Conqueror Of Time

Player:

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
20 BODY 20
13 INT 3
11 EGO 2
15 PRE 5
8 COM -1
8 PD 5
8 ED 4
4 SPD 10
7 REC 0
40 END 0
38 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 103

Cost Power END
125 Treasures From The Future: Variable Power Pool, 100 base + 25 control cost, (150 Active Points); all slots OAF (-1)
0 1) Molecular Vaporizer Pistol: (Total: 97 Active Cost, 34 Real Cost) RKA 2d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4) (Real Cost: 19) plus Major Transform 3d6 (Breaks down targets molecular structure and scatters it across the universe until it reassembles itself elsewhere at GM's discretion, Normal healing rules) (45 Active Points); OAF (-1), Linked (RKA; -1/2), 8 Charges (-1/2) (Real Cost: 15) Real Cost: 34
0 2) Omni-Carbine: EB 7d6+1, 2 clips of 12 Charges (+0), Variable Special Effects (Any SFX; +1/2), Armor Piercing (+1/2) (74 Active Points); OAF (-1), Variable Limitations (requires -1/2 worth of Limitations; relevant to SFX used at time; ; -1/4) Real Cost: 33
0 3) Stasis Ray Projector: Drain SPD 2 1/2d6, Area Of Effect (16" Cone; +1), Dex, Spd and all momentum-based movement powers and attacks (+2) (100 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), 2 clips of 6 Charges (-1/2) Real Cost: 33
0 4) Anti-Gravity Platform: (Total: 100 Active Cost, 50 Real Cost) Flight 15", Position Shift, Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1) (Real Cost: 26) plus Environmental Movement (no penalties on zero-g environments) (4 Active Points); OAF (-1) (Real Cost: 2) plus Combat Luck (12 PD/12 ED) (24 Active Points); OAF (-1) (Real Cost: 12) plus Knockback Resistance -10" (20 Active Points); OAF (-1) (Real Cost: 10) Real Cost: 50
25 Advance Knowledge Of The Future: Luck 5d6
20 Perfectionist: +2 Overall
Powers Cost: 170

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
4 Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike
8 +2 HTH Damage Class(es)
Martial Arts Cost: 30

Cost Skill
3 Scholar
1 1) KS: Ancient History (2 Active Points) 11-
1 2) KS: Historical Battles (2 Active Points) 11-
1 3) KS: World History (2 Active Points) 11-
3 Traveler
1 1) AK: Ancient Rome (2 Active Points) 11-
1 2) AK: The World Of Tomorrow (2 Active Points) 11-
1 3) CuK: Great Conquerors In History (2 Active Points) 11-
1 Computer Programming 8-
2 PS 11-
3 Mechanics 12-
1 Systems Operation 8-
7 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 12-
3 Tactics 12-
1 Streetwise 8-
2 TF: Time Machines
2 Navigation (Temporal) 12-
3 Oratory 12-
3 Scientist
1 1) SS 11- (2 Active Points)
1 2) SS: General use and repair of future technologies 11- (2 Active Points)
1 3) SS: Time/space physics 11- (2 Active Points)
3 Deduction 12-
5 Cramming
5 Cramming
5 Cramming
3 Electronics 12-
1 Inventor 8-
Skills Cost: 65

Cost Talent
6 Combat Luck (3 PD/3 ED)
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 12

Val Disadvantages
20 Normal Characteristic Maxima
20 Hunted: Golden age hero group from the 1940's 8- (Mo Pow, NCI, Harshly Punish)
5 Distinctive Features: stocky, red-haired thug (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: when plans go awry (Common), go 8-, recover 14-
25 Unluck: 5d6
20 Physical Limitation: trapped within temporal paradoxes; plans to alter time will never succeed (All the Time, Greatly Impairing)
15 Psychological Limitation: Thug (Common, Strong)
10 Psychological Limitation: haunted by previous failures (Uncommon, Strong)
20 Psychological Limitation: megalomaniac (Common, Total)
5 Psychological Limitation: tries to impress others with his knowledge (Uncommon, Moderate)

Disadvantage Points: 150

Base Points: 200

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

Total Character Cost: 380

Height: 1.71 m Hair: red
Weight: 104.00 kg Eyes: Brown and crazy-looking
Appearance: red-headed. big-mouthed , thuggish sparkplug dressed in a Gestapo-style black-leather military uniform festooned with unearned military decorations and rankings that he stole from other time-periods. Tends to move his arms a lot and make fists while he orates in a rambling and animated fashion.
Personality: Basically a thug with minimal historical and scientific knowledge that he stole from the future. Tends to talk to himself a lot as he misquotes Nietschze, Genghis Khan, etc.

 

Max does make an effort to learn from previous mistakes and will try (in vain) to circumvent previous obstacles.

Although he has worked with a few villains from the '40's, Rex tries to avoid partnerships and will usually try to manipulate other villains into killing (or at least distracting) superheroes that he considers a threat while he embarks on his main plan which usually involves conquering a specific time period of the past.

Other villains usually take him seriously because of his advanced equipment and foreknowledge of the future.

Wary of ego-clashes, Rex prefers foot-soldiers to other super-villains as allies and in time, will start to use robots in more of his schemes.

Quote:"It was preordained that, I, Maximus Rex would wield the fist of destiny that would shatter the hourglass of time."
Background: Maximus Rex (Max King) began his career in the early 40's as an assistant to Dr. Gardner, a physicist working on a temporal research project for the War Department. On the eve of a big breakthrough on a time machine, Max murdered Dr. Gardner and absconded with the time-machine. Although basically a thug, Max thought he was smarter than he actually was/is and felt that it was his destiny to rule mankind. After some quick research, Max took the machine to the far-future to stock up on advanced weapons and then immediately departed for ancient Rome, where, after some effort, he was able to conquer under his new name, Maximus Rex.

 

However, Rex had been followed by a superhero group from the 40's, who quickly dispatched Rex's advanced troops and set history right again.

Since that time Maximus Rex has tried (and failed) to conquer different time periods (including the future !) but has been thwarted again and again. Max's efforts have been so clumsy and primitive, that the time/space continuum has developed an immunity from his efforts and when Max's plans fail, he usually winds up in a worse situation than when he started. To make things worse, Max suffers from a temporal -induced psychosis that gives him feverish dreams of alternate timelines where his plans almost succeeded.

Powers/Tactics: Tries to avoid direct confrontation with super beings except when he feels that he's achieved victory (or is close to it), at which point he'll gloat.

 

If he does show up personally, it will be by ambush (usually using his knowledge of the future) with other super-allies and/or soldiers.

Campaign Use: Heavily inspired by DC comics' golden-age JSA villain, Per Degaton. In fact, so heavily inspired that , for legal reasons, this character should be considered an homage, and in no way is intended as a challenge for copyright and trademark issues.

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Re: Character Posting Game.

 

howsabout a hybrid of two legendary comics/movie vehicles but tied into the current official Champions universe or...

 

Because I just ate the Imp of the Perverse for lunch:

 

The PRIMUS Helibase: Combination SHIELD Helibase and Wonder Woman's Invisible Plane

 

Player:

 

Val Char Cost
160 STR 0
13 DEX 9
40 BODY 0
4 SPD 17
0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 216

 

Cost Power END
26 Primary Power Plant (PPP): Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); Independent (-2), OIF (-1/2) 0
13 Secondary Power Plant (SPP): Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Independent (-2), OIF (-1/2) 0
2 Backup Generator (The Jenny): Endurance Reserve (25 END, 2 REC) Reserve: , 2 Continuing Fuel Charges lasting 6 Hours each (Uses aviation fuel; +0) (4 Active Points); Independent (-2), OIF Fragile (-3/4) [2 cc]
9 Hovering: Flight 15", Position Shift, x4 Noncombat (40 Active Points); OAF Immobile Unbreakable Expendable (Extremely Difficult to obtain new Focus; Six Massive Heliblades, All of which must function.; -3), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Costs Endurance (-1/2) 4
10 Stealth: Invisibility to Hearing and Radio Groups and Normal Sight , No Fringe (30 Active Points); IIF Bulky Fragile Expendable (Extremely Difficult to obtain new Focus; Stealth Characteristics; -2) 3
18 On-board Weapons Systems: Multipower, 80-point reserve, (80 Active Points); all slots Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2)
2u 1) EB 16d6 (80 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 8
2u 2) EB 10 1/2d6, Area Of Effect (One Hex; +1/2) (79 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 8
1u 3) EB 6d6+1, Autofire (10 shots; +1) (64 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 6
Powers Cost: 83

 

 

Cost Skill
7 +6 with Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) (24 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
3 +5 with Inventor (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
4 +2 with Demolitions
7 +5 with Electronics (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, PRIMUS weapons, Radar, Sensor Jamming Equipment, Sonar) (25 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
3 +5 with Mechanics (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
2 +3 with Navigation (Air) (8 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computer; -2 1/2)
3 +6 with Paramedics (12 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Medical Bay; -2 1/2)
5 +2 with Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, On-board Weapons, Radar, Sensor Jamming Equipment, Sonar) (19 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
12 +12 with Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Biological Weapons, Bows, Chemical Weapons, Crossbows, Energy Weapons, Firearms, Flails, Incendiary Weapons, Maces And Hammers, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Other, Spears And Polearms, Swords And Daggers) (42 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
Skills Cost: 46

 

Cost Perk
4 Access (Hidden (-1 to Skill Rolls))
6 Computer Link
20 Vehicles & Bases
60 Follower
3 Fringe Benefit: Federal/National Police Powers
Perks Cost: 93

 

Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
4 Universal Translator 18- (27 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Translation Computer; -2 1/2), Independent (-2), Limited Power: Only Earth languages Power loses about a third of its effectiveness (-1/2)
Talents Cost: 13

 

 

Total Character Cost: 451

 

Val Disadvantages
25 Distinctive Features: It's a massive, hovering BASE! (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Distinctive Features: Obviously, it's a massive, hovering PRIMUS base. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
35 Hunted: Constant target of villain groups and evil agent groups 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Physical Limitation: Too big to land safely anywhere outside special base in the Bahamas that contains the Dock (All the Time, Fully Impairing)
25 Physical Limitation: Has no independent ability to manipulate objects (All the Time, Fully Impairing)
25 Psychological Limitation: No artificial intelligence -- Only expert systems. Whoever is in charge of those systems is in charge of the entire base. (Very Common, Total)

Disadvantage Points: 150

 

Base Points: 300

Experience Required: 1

Total Experience Available: 1

Experience Unspent: 0

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Re: Character Posting Game.

 

Here's a character from a very different earth, set in WorldMaker's game world.

 

Name: Mermaid

Real Name: Melissa Harknail

Affiliation: Canadian Shield

Hair/Eye Color: Reddish Brown / Green

Height/Mass: 2.20 m / 100.00 kg

Nationality: Other (Canadian Citizen)

Place of Birth: country Rockies on planet Ocean (on Earth this would be British Columbia in Canada)

Date of Birth: December 12, 1839

 

Background Story: Today was the day! In a few more minutes, the moment Melissa Harknail had been waiting for over a century was going to arrive. This first full power test of the interdimensional viewer would let her peer into the other dimensions that she had proved existed as her collage thesis. As she sat waiting in her powered wheelchair, she reflected an all the steps leading up to this moment, the initial theory and proof while in college. The search for funding, finally provided by the government based on the possibility of seeing the mistakes other realities had made and avoiding them. And the many years of work developing a way to actually view these other dimensions. Initially she had worked alone, but as time went on and results seemed promising, more financing for assistants was made available.

 

And now everything was finally ready. Low powered tests had checked out all the components. It had been more two decades ago when she first confirmed contact with another dimension. But today, for the first time, she would be able to see into another dimension.

 

"Power systems nominal" said her assistant, Peter Callfar, jostling her out of her ruminations. The short presentation for the reporters benefit had just finished, and it was time to get on with the real show.

 

"Laser array switching according to spec", announced Cathy Samepiece. The rest of her assistants called out status reports from around the large room.

 

One by one the systems were powered on and tuned. Finally a window to another world began to appear in front of Melissa. She called out the adjustments that were needed to stabilize the viewing portal. She had selected a dimension far from her own in the hopes that differences would be readily visible, in this she succeeded. The lab building itself was missing and the ground was covered with snow even though it was summer. But the most striking difference was that the ocean was missing!

 

Although she didn't realize it at the time, Melissa had tuned her interdimensional viewer to a world where superpowers could exist. Not just light was coming through the viewer, but the indefinable something that made superpowers possible. Combined with the interdimensional energies of her viewer, it was sufficient to activate Melissa's metagene. Her activating metagene in turn interacted with the energies of the interdimensional viewer, with the result that the last image Melissa had of her own world was the window into another dimension expanding explosively as she passed out.

 

Melissa was not an old invalid; in fact, at 160 she was a young healthy member of her long-lived race. She used a wheelchair to get around on the ground simply because none of her race had legs. To put it simply, she was a mermaid in a world of merfolk, living on Ocean, an alternate Earth where the sea level is 10,000 feet higher than it is on our world.

 

Ever since fire had been discovered on a beach in ancient times, islands had been the center of research and technology on Ocean. In the time of Melissa, it was no longer a great burden on those who worked on dry land. Powered wheelchairs of high flexibility transported the merfolk around their work areas, while waldos allowed them to manipulate material that couldn't be conveniently reached from a chair.

 

Melissa awoke to find that most of the building was gone, along with all other buildings on the island; only the corner of the lab that she was in was left. And the island... As she looked around, she saw the same view she had seen in the interdimensional window. She found that warm summer day had changed to a snow covered winter. And the ocean was gone! As she looked out from the remains of her lab, and saw only dry land sweeping out below.

 

Melissa was alone in a strange land with no recognizable signs of civilization in sight, nor any sign of liquid water. She didn't feel the cold, but didn't think anything of it since merfolk are very tolerant of cold. Her prospects for survival didn't look good, but Melissa didn't worry about that. Instead she set about confirming her guess as to what had happened.

 

The remaining instruments in her lab didn't have power of course, but her chair was independently powered, so with a few connections she was able to power a few devices. She had just determined that she and the nearby section of the lab had somehow been physically transported to precise dimension she had been viewing, which shouldn't have been possible at the power levels the equipment was operating at, when she heard a sound like nothing she had ever heard before.

 

Meanwhile, Melissa's arrival on Ghost Mountain in Hamber Park had been detected by a variety of sensors, and the Canadian Shield had decided to investigate. It's hard to tell who was the most surprised, Melissa with her first sight of a flying machine, or the Canadian heroes finding a mermaid on a mountain top. But Melissa had a second surprise when the heroes emerged from their vehicle. They had legs! And some of them could fly!

 

The Canadian Shield soon had Melissa and her wheelchair aboard and heading back to base. Melissa was fascinated by the ride, but found it strange that there would be so much wind in what appeared to be a sealed cabin. She was just noticing that no one else's hair was blowing in the wind when the Lark descended below 10,000 feet, and Melissa found her self being dragged through water at a very high speed! Fortunately, the heroes noticed her distress and were willing to slow down to a speed she could tolerate.

 

Once back in civilization, Melissa spent months studying and being studied, learning about Earth, herself, and to her surprise a bit about Ocean. The differences between her home and this dimension were expected, what surprised her were the similarities. For example, except for the difference in water levels, and that in her world the continental shelves were at the same level as the sea bottom, the geography was almost identical. Likewise the language and calendar were the same, the reason it had seemed like winter when she first arrived was because she had been above the snow line.

 

The level of technology was very close between Earth and Ocean, though there were many differences. Earth had flying machines, vacuum tubes, television, and more advanced computers. Ocean had fuel cells that ran on cellulose (sea weed), more advanced life sciences, corrosion proof metals, and the technology to build electronics that would function underwater at a depth of 2 miles. Solid-state electronics on Ocean were literally a solid block. However, perhaps due to their shorter lifespan, technology had advanced much faster on Earth than it had on Ocean. Unfortunately, Melissa didn't have much knowledge in any of the fields where Ocean was more advanced than Earth, other than her own field of interdimensional physics. All she could offer the scientist of Earth was material samples of the metals used in her lab, and the fuel cell from her wheelchair. This is when her wheelchair was changed to use an Earthly hydrogen-based fuel cell.

 

As for Melissa herself, analysis of her genetic structure showed that her race had been genetically modified from humans. It also showed a separate, older modification, which gave her race their long life spans. Ocean archaeologist had found evidence of land dwelling people on the ocean floor, and wondered if they were somehow related. Now Melissa knew that was so, though since her people were artificially created, there was still the mystery of why.

 

On a more personal note, like humans her race had the potential for the metagene, and Melissa had it. She had developed interdimensional powers, and was recreating her home environment about her. Melissa soon figured out how to turn this off (it was just a matter of relaxing), allowing her to ride in rapid transit without problems. This seemed to be her only ability, which surrounded her with a water filled force field. Strangely, the water inside the force field was always stationary relative to the Earth, appearing and disappearing as she moved. This allowed her to move through the air as easily as she could move through the water. At first she though she was still in contact with her home dimension, but analysis of the water showed that it didn't have any organic components to it.

 

Between the layer of water, and the interdimensional field itself, her force field provided quite a bit of protection. But when she was underwater, she only had the protection of the dimensional barrier, since any attack was already going through the water. For similar reasons, the same was true above 10,000 feet, where her force field was filled with air. Also she found that she could extend her field in a thick column, although she couldn't maintain it.

 

Finally the mutual studies were coming to an end, and the question came up of what Melissa was going to do. She was offered a job as a consultant to help the University of Alberta in creating an interdimensional viewer, a job that she accepted. Soon she was a regular sight, both around campus and around Edmonton.

 

At first it went well. She could relate to the other scientist, and the work kept her busy, busier than she had ever been in her long life! And it wasn't just the physics team. The Oceanography wanted to know how having a planet wide ocean affected things. And Climatologist wanted to know the same things, but for the surface. She helped all to the best of her abilities, learning much in the process. During this year she became a Canadian citizen, affirming Canada as her new home.

 

Although Melissa didn't go looking for trouble, her habit of exploring all nocks and crannies of the campus and surrounding town occasionally led her to stumble across it. When she did find someone in need of help, she helped by whatever means were needed.

 

All this hurrying (as she saw it) produced results. The University of Alberta researchers accomplished in a year what it had taken her a decade to do. But the first tests were a disaster, at least for her. It was a simple test, testing a single element to see if interdimensional energies could be created. But as soon as the test was started, Melissa was wracked with intense pains. She had discovered a side effect of her powers; they rendered her susceptible to other sources of interdimensional energy.

 

While this did not prevent her from continuing help others to recreate her work, she wouldn't be able to participate in the tests themselves. This affected her deeply since for over 100 years this had been her primary goal. Once she had proven beyond a shadow of a doubt that the prototype device was the source of her pain, she went for a swim around campus. With her lifetime ambitions dashed, she was in a receptive mood to notice a recruitment poster for the Canadian Shield. She didn't know why it was there, as far as she knew; she was the only superhuman in Edmonton. But it was the right poster at the right time.

 

Melissa had never before considered a career in law enforcement, but as she read the poster, she was intrigued. Since her superhuman abilities were no doubt what was preventing her from continuing in her lives work, why not make those same abilities the basis of her new career. She looked at the qualifications. She was way over the required 21 years old. The collage work might be a problem; she had far more than 60 hours of study, but had no proof of it. Still her coworkers here could confirm her knowledge. A driver's license? She could get Rick to teach her to drive his wheelchair accessible van. She read down the list and didn't see any problems with the rest of the requirements. The pay was less than what she was getting now, but money wasn't her primary concern. She smiled when she got to the "Women and Minorities are encouraged to apply." As the only one of her kind on Earth, she was a minority of 1.

 

So Melissa continued as an adviser for a few more weeks while she learned how to drive, and gathered written statements from her peers that she had a university equivalent education. When she was ready, she applied to become a member of the Canadian Shield.

 

Quote: "Humans are always in such a hurry."

 

Quote About Him:

 

Personality: Melissa is inquisitive and curious. She is stuck in this world, but there is so much to learn about it that she has yet to feel homesick. What interests her more than the differences are the surprising similarities between Earth and Ocean.

 

Still, Melissa is an outsider. Her strange appearance and the differences in cultures keep her from fitting in other than with heroes or scientists.

 

Perhaps this is due to their long lives, but Melissa, like all of her race, tends not to be in a great hurry to get things done. The expression "There is always tomorrow" is even more true for the long-lived merfolk than it is for humans. Still, Melissa has caught some sense of urgency from the heroes she has worked with and has come to realize that some problems at least must be dealt with NOW!

 

Appearance: Melissa above the waist Melissa appears human with green eyes, and long straight reddish brown hair. Her skin is fair, and her torso would fit a human 5 1/2 feet tall. Most of her mass is below the waist in her long muscular fish tail. Her tail is covered in iridescent green scales, and ends with horizontal membranes for flukes (dolphins have horizontal fleshy flukes, fish have vertical membranes). Her tail is very flexible, almost but not quite prehensile.

 

Melissa's uniform consists of a bikini top using the Mounty colors (red & black).

 

Powers: As a mermaid she can withstand any conditions found in earths oceans (cold, pressure, breath water), and swim as fast as a dolphin. She has sonar, which she has learned to use in the air as well as under water. Her eyes are adapted to low levels of light, allowing her to see at greater depths, and she can pinpoint the direction of sounds. Also her race was engineered for a long life (typically 750 years).

 

In addition she has the metahuman power to create a shell of water around her body within a force field. The water is stationary relative to the earth (appears and vanishes at the force field as it moves), allowing her to push against it to swim through the air. Besides giving her mobility in the air, this combined force field and water shell gives her self-contained breathing and protection from attacks. She can extend this field to produce a column of water, giving her an attack. Although it appears that it is the water hitting the target, the water is actually stationary and it is the impact of the force field that does the damage.

 

Her metahuman power is recreating her home environment, and is thus limited to 10,000 feet above sea level. Above that her force field still works, but is filled with air instead of water. Either way, as long as she can move, it allows her to survive in extremes of heat or cold even more extreme than what her marine metabolism could withstand.

 

When swiming through the air isn't appropriate, she uses the powered wheelchair that came with her from her home dimension. It's the equivalent of the very best of Earthly wheelchairs. It can lower her till she can reach the ground, or raise her up to roughly standing height. It can even navigate stairs. And it's controlled by her tail, leaving her hands free. Of course it's completly waterproof. However, it does limit her mobility while she is in it, making her an easier target.

 

*------------------------------------------------------------------*

 

Characteristics:

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

3 STR 13

42 DEX 24

26 CON 23

0 BODY 10

8 INT 18

0 EGO 10

5 PRE 15

4 COM 18

2 PD 5/25

0 ED 5/25

16 SPD 5

8 REC 12

-1 END 44

1 STUN 30

 

Combat and Roll Information:

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

OCV: 8 STR Roll: 12- INT Roll: 13-

DCV: 8 DEX Roll: 14- PER Roll: 13-

ECV: 3 CON Roll: 14- EGO Roll: 11-

Phases: 3, 5, 8, 10, 12 rPD/rED: 0/20/0/20 Running: 1"/6"

 

 

Powers:

-----------

Cost Powers

 

30 Recreate home dimension environment: [ Elemental Control, 60-point powers ] END:

 

30 1) Waterfilled dimensional barrier: [ Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) ] END: 0

 

33 2) Swim through the air: [ Flight 18", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), Natural Gravity Doesn't Assist or Hinder Movement (+1/4) (63 Active Points) ] END: 2

 

30 3) Extend dimensional barrier: [ Energy Blast 12d6 (60 Active Points) ] END: 6

 

 

 

 

16 Fast swimmer: [ Swimming +16" (18" total) ] END: 2

 

5 Float in the air: [ Flight 2", Reduced Endurance (0 END; +1/2) (6 Active Points); Linked (Waterfilled dimensional barrier; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) ] END: 0

 

20 Sonar Sense: [ Active Sonar (Hearing Group), Discriminatory ] END: 0

 

5 Breath Water or Air: [ Life Support (Expanded Breathing) ] END: 0

 

2 Immune to cold: [ Life Support (Safe in Intense Cold), Variable Limitations (requires -1/4 worth of Limitations; Either Only to extremes found in Earths Oceans, or Linked to Water Filled Dimensional Barrier; +0) ] END: 0

 

3 Long lived species: [ Life Support (Longevity 800 Years) ] END: 0

 

1 Immune to Preasure: [ Life Support (Safe in High Pressure) ] END: 0

 

2 Immune to heat while recreating home environment: [ Life Support (Safe in Intense Heat), Variable Limitations (requires -1/4 worth of Limitations; Either Only to extremes found in Earths Oceans, or Linked to Water Filled Dimensional Barrier; +0) ] END: 0

 

8 Immune to atmosperic content while recreating home environment: [ Life Support (Self-Contained Breathing) (10 Active Points); Linked (Waterfilled dimensional barrier; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) ] END: 0

 

 

 

 

4 Powered Wheelchair from home dimension: [ Running +5" (1"/6" total) (10 Active Points); OAF Bulky (-1 1/2) ] END: 1

 

 

 

Skills:

--------

 

15 +3 with DCV

3 +1 with Bureaucratics, Persuasion, Tactics

3 +1 with Tactics, KS: Known Super Criminals, Teamwork

3 AK: Canada 13-

3 Deduction 13-

 

Canadian Shield Package (Cost: 6)

3 1) Bureaucratics 12-

3 2) Criminology 13-

3 3) Fringe Benefit: Canadian National Police Powers

2 4) KS: Canadian Criminal Law and Procedure 11-

2 5) KS: History of the Royal Canadian Mounted Police 11-

-15 6) Monitored by the Canadian Government 8 or less

-15 7) Monitored by the Canadian Media 8 or less

3 8) PS: Mountie 13-

-15 9) Social Limitation: Subject to Orders

3 10) Tactics 13-

7 11) Team Base Donation

9 12) Team Communicator

13 13) Team Vehicle Donation

3 14) Teamwork 14-

 

3 Persuasion 12-

 

3 Scientist

1 1) SS: Biology 11- (2 Active Points)

1 2) SS: Chemistry 11- (2 Active Points)

2 3) SS: Mathematics 13- (3 Active Points)

2 4) SS: Nuclear Physics 13- (3 Active Points)

1 5) SS: Oceanography 11- (2 Active Points)

2 6) SS: Physics 13- (3 Active Points)

2 7) SS: Quantum Mechanics 13- (3 Active Points)

7 8) SS: Quantum Physics 18- (8 Active Points)

2 9) SS: Quantum Theory 13- (3 Active Points)

Scientist Package

1 1) Fringe Benefit: Doctorate in a Science of the Player's Choice

3 2) KS: Research Methods (INT-Based Roll)

2 3) PS: Academic Researcher 11 or less

3 4) PS: Appropriate Scientific Career (INT-Based Roll)

-10 5) Social Limitation: Occupation

-10 6) Social Limitation: Publish or Perish

 

3 Systems Operation 13-

 

 

Perquisites:

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

 

5 Top Man in Quantum Physics

1 Money: Slightly Well Off

 

Disadvantages:

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

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

15 Physical Limitation: Unwieldy Body Shape (Mermaid) (Frequently, Greatly Impairing)

15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)

10 Psychological Limitation: Cheerful Charlie (Common, Moderate)

20 Psychological Limitation: Code Versus Killing Common, Total

15 Psychological Limitation: Curious (Common, Strong)

15 Social Limitation: Public Identity Frequently (11-), Major

15 Susceptibility: Interdimensional Energies, 1d6 damage per Phase (Uncommon)

15 Susceptibility: Touching electrical outlet or electrical forcefield with water filled forcefield or energy blast, 3d6 damage Instant (Uncommon)

5 Vulnerability: 1 1/2 x BODY Electrical (Uncommon)

5 Vulnerability: 1 1/2 x STUN Electrical (Uncommon)

1 Q: Anything she touches while her force field is on gets wet

1 Q: Can't fly above 10,000 ft

1 Q: Gets depressed if she thinks too much of home

1 Q: Must turn off force field when riding a fast vehicle (water inside is stationary to the ground)

1 Q: Outsider, doesn't quite fit in to society

 

 

Characteristic Cost: 104

Skills Cost: 51

Martial Arts Cost: 0

Talents Cost: 0

Perks Cost: 6

Powers Cost: 189

Disadvantage Total: 150

 

Total Cost: 350

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Re: Character Posting Game.

 

Okay, so what're the next challenge(s) ?

 

I think others are more entitled to post a challenge than I am, but since no one else is doing so...

 

How about a hero with multible personalities? And for bonus points, have the personalities both awake at the same time, but without telepathic comunication (they have to talk aloud to talk to each other).

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Re: Character Posting Game.

 

Two-Headed , Four-Armed Giant Alien

Player:

Val Char Cost
50 STR 30
17 DEX 21
28 CON 36
14 BODY 4
13 INT 3
14 EGO 8
25 PRE 15
6 COM -2
20 PD 12
20 ED 14
4 SPD 13
14 REC 0
50 END -3
48 STUN 0
9" RUN 0
2" SWIM 0
11 1/2" LEAP 0
Characteristics Cost: 151

Cost Power END
65 The Other Head And Arm: Duplication (creates 325-point form), Cannot Recombine (+0)
15 Huge: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 1,600 kg, +0 DCV, +0 PER Rolls to perceive character, 3 m tall, 1 m wide), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2)
8 Space Armor: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points); OIF (-1/2)
5 Tough Skin: +0 PD, Hardened (+1/4) (5 Active Points) (Modifiers affect Base Characteristic)
5 Tough Skin II: +0 ED, Hardened (+1/4) (5 Active Points) (Modifiers affect Base Characteristic)
8 Space Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2)
5 Four Arms: Extra Limbs 4 total (1)
37 Giant Particle Beam Pistol: EB 13d6+1, Reduced Endurance (1/2 END; +1/4) (84 Active Points); OAF (-1), Inaccurate 1/2 OCV (-1/4) 3
5 Second Pistol (4 total !): Equipment Modifier (5 Active Points)
13 Space Armor Life Systems: LS (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2)
1 One Head Is Usually Awake: LS (Sleeping: Character only has to sleep 8 hours per week)
7 Double-Willed: Mental Defense (10 points total)
6 Giant Stride: Running +3" (9" total) 1
10 Two Sets Of Eyes, Ears, Noses, Etc.: Increased Arc Of Perception (240 Degrees) with all Sense Groups
Powers Cost: 190

Cost Skill
3 Computer Programming 12-
3 Electronics 12-
3 Language (fluent conversation; literate)
3 Mechanics 12-
3 Systems Operation 12-
2 TF: Science Fiction & Space Vehicles
5 Rapid Attack (HTH)
5 Rapid Attack (Ranged)
2 Navigation (Space) 12-
1 PS: Alien Invader 8-
16 +2 with All Combat
Skills Cost: 46

Cost Talent
3 Lightsleep
Talents Cost: 3

Val Disadvantages
20 Distinctive Features: Giant Two-Headed, Four-Armed Alien Invader (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Cultures With Two-Headed, Four-Armed Giant Alien Invaders)
15 Hunted: Three-Headed, Six-Armed Alien Giants 8- (Mo Pow, Harshly Punish)
20 Susceptibility: Exposed to Earth's atmosphere, 1d6 damage per Segment (Uncommon)
10 Physical Limitation: Left half of body is controlled by right head and vice-versa (Infrequently, Greatly Impairing)
10 Reputation: Invading Aliens, 11- (Extreme; Known Only To A Small Group: spacefaring races)
25 Unluck: 5d6
15 Physical Limitation: Becomes half CV and movement when one head is knocked out (Frequently, Greatly Impairing)
15 Psychological Limitation: Reckless (Common, Strong)
20 Psychological Limitation: Enjoys Destruction (Very Common, Strong)

Disadvantage Points: 150

Base Points: 200

Experience Required: 40

Total Experience Available: 40

Experience Unspent: 0

Total Character Cost: 390

Height: 2.75 m Hair: Varies
Weight: 400.00 kg Eyes: Who cares !?!
Appearance: Giant, Two-Headed, Four-Armed Extra-Terrestrials with greyish-skin and no noses.

 

Wearing white, reflective space-armor with opaque space-helmets.

Personality: Invade and destroy.
Quote:"DEATH TO THE SMALL, SINGLE-HEADED AND TWO-ARMED HUMANS !!!"
Background: Fulfilling whatever niche bllodthirsty two-headed, four-armed giants fulfill in the galactic ecosystem
Powers/Tactics: Nope
Campaign Use: To fight PCs

[/font]

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Re: Character Posting Game.

Howsabout an analog of a famous comics villain reimagined as a hero.
Hey, I got that right here: Green Goblin, done as an hero. More of an antihero really.Iron DemonPlayer: Ken Adams/Jackalope
Val Char Cost
20/30 STR 10
21/24 DEX 33
20/23 CON 20
15 BODY 10
15 INT 5
13 EGO 6
20/30 PRE 10
10 COM 0
5/15 PD 1
5/15 ED 1
5 SPD 19
10/13 REC 4
40/46 END 0
40/47 STUN 5
6" RUN02" SWIM04"/6" LEAP0Characteristics Cost: 124
Cost Power END
34 Bag of Tricks: Multipower, 60-point reserve, OIF (-1/2); all slots Range Based On Strength (-1/4)
2u 1) Skull Bombs: Energy Blast 8d6, Explosion (+1/2); OAF (-1), 8 Charges (-1/2)
2u 2) Hellfire Bomb: Killing Attack - Ranged 2d6, Armor Piercing (+1/2), Explosion (+1/2); OAF (-1), 8 Charges (-1/2)
2u 3) Brimstone Bomb: Darkness to Sight Group 6" radius; OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2)
2u 4) Barbwire Bomb: Entangle 4d6, 4 DEF, Backlash (+1/2); OAF (-1), 8 Charges (-1/2)
2u 5) Razor Bats: Killing Attack - Ranged 3d6, Autofire (3 shots; +1/4); OAF (-1), 8 clips of 3 Charges (-1/2)
23 Brimstone Blast: Energy Blast 8d6, STUN Only (+0); OIF (Gauntlets; -1/2), Limited Range (12") (-1/4) 4
4 Brimstone Power Pack: Endurance Reserve (40 END, 1 REC) Reserve: ; OIF (Gauntlets; -1/2)
Brimstone Injection, all slots IAF (Hypodermic; -1/2), 1 Continuing Charge lasting 1 Hour (-1/4)
24 1) Performance Enhacement: +10 STR plus +3 DEX plus +3 CON plus +3 PD plus +4 ED plus +10 PRE
6 2) Toughness: Physical Damage Reduction, 25%
7 3) Regeneration: Healing 2 BODY; Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4)
Iron Demon Costume, all slots OIF (Costume; -1/2)
10 1) Chainmail: Armor (5 PD/5 ED)
5 2) Police Scanner: Radio Perception
3 3) Lowlight Enhancement Array: Nightvision (5 Active Points)
Powers Cost: 126
Cost Skill
2 AK: Jet City 11-
3 Breakfall 13- (14-)
3 Combat Piloting 13- (14-)
5 +1 with DCV
5 +1 with Ranged Combat
4 +2 with Razor Bats
3 Conversation 13- (15-)
1 Criminology 8-
3 Deduction 12-
1 Electronics 8-
3 High Society 13- (15-)
3 Interrogation 13- (15-)
2 KS: The Criminal Underworld 11-
1 Mechanics 8-
2 PS: Playboy 11-
3 Shadowing 12-
3 Streetwise 13- (15-)
Skills Cost: 47
Cost Perk
20 Vehicle
10 Base
10 Money: Wealthy
3 Reputation: Dark Champion (Jet City Residents) 11-, +3/+3d6
3 Well-Connected
1 1) City Contact: Reese Myers, Deputy Mayor's Office 11-
1 2) Police Contact: Sergeant Ditko 11-
1 3) Press Contact: Talia Mumnar, P-I Crime Desk 11-
1 4) Underworld Contact: Jimmy The Snitch 11-
Perks Cost: 50
Cost Talent
3 Eidetic Memory; Only People/Names/Faces (-1/2)
Talents Cost: 3
Val Disadvantages
30 Berserk: In Combat While On Brimstone (Common), go 8-, recover 8-
10 Distinctive Features: Fright Mask (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Hunted: Foxbat 8- (As Pow, Mildly Punish)
15 Hunted: The Mafia 11- (As Pow, Harshly Punish)
15 Hunted: The Police 11- (As Pow, NCI, Mildly Punish)
20 Psychological Limitation: Erratic and Emotionally Unstable (Very Common, Strong)
20 Psychological Limitation: Obsessed With Personal War On Crime (Very Common, Strong)
15 Reputation: Bloodthirsty Vigilante, 11- (Extreme)
20 Social Limitation: Secret ID (Frequently, Severe)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350Check out the thread Jackalope's Champions for his hdc and backstory, it's the very first entry.Next Challenge: A 350pt Mystic Hero with an Astral Form

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  • 1 month later...

Re: Character Posting Game.350 Point Mystic Hero Challenge answered.I really hate this way of doing Astral Form; it's clumsy and far too expensive in campaigns where Astral Forms are allowed at all. Still, It's "official". So that said, here we go:

Doctor Shanghai

Wai Fei Hung

Val Char Cost
10 STR 0
20 DEX 30
28 CON 36
10 BODY 0
18 INT 8
29 EGO 38
10 PRE 0
10 COM 0
2 PD 0
6 ED 0
4 SPD 10
8 REC 0
56 END 0
29 STUN 0
6" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 122

Cost Power END
5 Taoist Immortal: Life Support (Longevity Immortal) 0
10 Harmony With the Tao I: Power Defense (10 points) 0
10 Harmony With The Tao II: Mental Defense (16 points total) 0
5 Immortal's Eyes: Detect A Class Of Things (Magic and the Supernatural) 13- (Sight Group) 0
82 Taoist Magic: Variable Power Pool (Magic Pool), 60 base + 22 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (105 Active Points); all slots Variable Limitations (requires -1 worth of Limitations; -1/2), Side Effects (-1/2) [Notes: Limitations may include: Gestures, incantations, extra time, restrainable, increased END cost, concentration, and physical manifestation. Side effects always follow the theme of the spell turning against the caster.]
27 Astral Form: Duplication (creates 350-point form), Altered Duplicates (100%; +1) (140 Active Points); Extra Time (1 Hour, Only to Activate, must enter trance and meditate to allow astral self to leave its fleshy prison; -1 1/2), Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), Feedback (All Duplicates Take Damage When Struck; -1), Both Characters Die If They Do Not Recombine Within 24 Hours (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 14
Powers Cost: 139

Cost Skill
3 Linguist
0 1) Language: Cantonese (idiomatic; literate) (5 Active Points)
3 2) Language: English (completely fluent; literate) (4 Active Points)
1 3) Language: Gaelic (basic conversation; literate) (2 Active Points)
1 4) Language: Japanese (basic conversation; literate) (2 Active Points)
1 5) Language: Korean (basic conversation; literate) (2 Active Points)
1 6) Language: Latin (basic conversation; literate) (2 Active Points)
1 7) Language: Mandarin (completely fluent) (3 Active Points)
3 Scholar
1 1) KS: Arcane & Occult Lore (2 Active Points) 11-
1 2) KS: Buddhism (2 Active Points) 11-
1 3) KS: Chinese Healing (2 Active Points) 11-
1 4) KS: Chinese History & Culture (2 Active Points) 11-
1 5) KS: Magical Research (2 Active Points) 11-
1 6) KS: Occult History (2 Active Points) 11-
1 7) KS: Taoism (2 Active Points) 11-
1 8) KS: The Imaginal Realms (2 Active Points) 11-
1 9) KS: The Mystic World (2 Active Points) 11-
1 10) KS: Theology (2 Active Points) 11-
3 Traveler
1 1) AK: China (2 Active Points) 11-
1 2) AK: Planar Lore (2 Active Points) 11-
1 3) CK: Babylon (2 Active Points) 11-
3 Analyze: Magic 13-
20 +2 Overall
19 Power: Magic 23-
Skills Cost: 72

Cost Perk
5 Custom Perk
Perks Cost: 5

Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12

Val Disadvantages
5 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Bound By Duty (Common, Strong)
10 Psychological Limitation: Curious about magic and mysteries (Common, Moderate)
10 Psychological Limitation: Xenophile (Common, Moderate)
15 Psychological Limitation: Must oppose Supernatural Evil (Common, Strong)
15 Hunted: Celestial Court 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Social Limitation: Subject to Orders (Occasionally, Major)
10 Reputation: Taoisf Mage and Tool of the Celestial Court, known in the Mystic World , 14- (Known Only To A Small Group)
20 Hunted: Cult of the Red Banner 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Circle of the Scarlet Moon 8- (Mo Pow, NCI, Harshly Punish)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 1.67 mHair: BrownWeight: 64.00 kgEyes: BrownAppearance: Personality: Wai Fei Hung is still in many ways a typical son of Shanghai. He is fascinated with history and culture, both that of China and of the world. He has fully accepted his duty to the Celestial Court, and sees the protection of the innocent as part of that duty. He is often reluctant to accept new commitments, but once he has accepted them he will do all in his power to see them fulfilled, no matter the personal cost. Magic and the supernatural are endlessly interesting to Wai Fei Hung, as are people and places new to his experience, something that has occasionally led him to trust more than he should. Wai attempts to live his life in accordance with a modified form of Taoist Mysticism belief that accepts the reality of the supernatural.Quote:“No, I do not know Kung Fu.†“To fall down when struck with a small car, this too is the way of the Tao.â€Background: Sometimes duty can lead you to strange places. Wai Fei Hung was born in Shanghai, his father a professor, his mother a school teacher. His parents had great plans for their only son; he would be a doctor, a healer, a source of pride. Fei Hung had no such ambitions; his passion, such as it was, was for the Peking Opera, Chinese and world literature, and history. Still, ever the dutiful son, Fei Hung tried.

 

When he announced his intention to become a Doctor of Chinese Medicine instead of a medical doctor, his parents were furious. After much heated discussion, Fei Hung was ordered to study medicine in London. Obedient but hurt, Fei Hung agreed.

 

Fei Hung did not enter the pre-med program at Cambridge. Defying his father, he studied Chinese culture, and attracted the attention of Professor Wei Sun, better known in the UK press as the heroic Doctor Hong Kong. Doctor HK recognized Wei’s incredible potential, and offered to tutor him in the Chinese Arts Arcane. The price would be the same as that paid by the Doctor himself; an oath to serve the Celestial Emperor and the people of China. Frightened and disbelieving, Wai refused. This Doctor Hong Kong was clearly a superhuman lunatic! Gods of old China? The Celestial Emperor? It was obvious nonsense.

 

Then came Tiananmen Square. Wai’s father, showing a side Wai had never suspected, stood with his students demanding an end to the corrupt authoritarianism of Beijing, and a move towards modern Western democracy. Along with hundreds of others, he was arrested. Unlike most, he refused to sign a confession. Wai’s mother was devastated, and Wei knew only one man who could help. He went to Doctor HK.

 

“How can you ask me to do this, Wai Fei Hung? I have been charged with the protection of the Chinese People by the Celestial Emperor himself. If I act to free one rebel, am I not striking against our Earthly government? If I strike against our government, do I not strike against our nation, and our people?â€

 

“I do not ask you to strike against our nation, and our people. I beg you to save my father.â€

 

“Who are you, that I should raise my hand in your defense?â€

 

“I am your apprentice.â€

 

Wai Fei Hung accepted his duty, and saved his father.

 

Now, years later, Wai Fei Hung stands as a servant of the celestial court. Unlike his master, Wai has not yet been charged with a specific duty. These are his wandering years, time granted to him for exploration and growth. Sometimes, in dreams and visions, he is given a mission, and bound by duty he must obey. Wai Fei Hung, Doctor Shanghai, has stood in the Celestial Court itself, and been honored with a glimpse of the Celestial Emperor. He has walked the streets of Babylon’s Chinatown, and the paths of the Land of Legends. Sometimes duty takes you to strange places; sometimes it takes you where you need to be.

Powers/Tactics: Wai has access to a huge range of traditional Chinese spells and application of both internal and external energies, guided by the principles of Taoist Mysticism. His body has been toughened by the power of his magic, granting him supernatural speed, health and endurance.Campaign Use: Next Challenge: A Mystic bad guy who thinks he's saving the world
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Re: Character Posting Game.

 

I don't know if this counts as "saving the world", but it is saving *a* world. :)

 

Grandeur

20 STR  0
20 DEX  0
20 CON  0
10 BODY 0
14 INT   4
23 EGO  26
10 PRE   0
8 COM   0

4   PD      0
4   ED	    0
5   SPD    0
8   REC     0
40 END   0
30 STUN 0

6"  	RUN	0
2"  	SWIM	0
2"  	LEAP	0

Powers
24    +10 rPD/+10 rED Hardened Armor (Magical Elven Chain) - OIF 
40     75% Resistant Damage Resistance - Physical - OIF
40     75% Resistant Damage Resistance - Energy - OIF

24    +10 DEX (Ring of Agility) - OIF
16    +10 CON (Belt of Strength) - OIF
10    +10 STR @ 0 END (Belt of Strength) - OIF
15     Magic Skill 18-

268   Magical Gadget Pool  (200 Pool Cost - 100 Control Cost, all gadgets are OIF or IAF or more)


Disadvantages
20     Psychological Limitation: Must bring back magic regardless of the consequences (Common, Total)
20     Psychological Limitation: Megalomania (Common, Total)
10     Psychological Limitation: Loves all magical creatures (Uncommon, Strong)
20     Enraged when magic areas/cute magical creatures are threatened (Uncom, 14-, 11-)
10     2D6 Unluck - Plans are doomed to have a minor but fatal flaw

Personality
Grandeur is slightly over the edge, but basically he is drivened by the fact that as magic dies in the
world, his magical friends become weaker and will eventually die.  Motivated by this fact, he will do
almost anything to force magic back into the world, even making deals with dark ones (as long as
human sacrifices aren't used).  As cruel and harsh as he is with the heroes, he will go out of his way
to protect and nuture magical creatures.  As his name suggests, no plan is too great for him to try.

Quote
"You have NO idea what you're doing!"

Background
Greg was out camping when he managed to get lost deep in the woods.  There he stumbled into a
mystical realm where all the creatures were sick and dying.  They told him that man's use of
technology had drained them of their magic and soon they would be just a faded memory.  Greg,
persaded by their fragile, dying beauty, learned all he could about magic so he could make
magical items that would help him in his struggle to save his friends. 

Powers / Tactics
Granduer will construct or find items and use them in his quest.  Granduer will not lower himself
to use weapons, but may use magical items that can cause havoc in an unprotected world.   He
is not above summoning an ugly monster (Doppleganger, a demon, or other ugly D&D monster),
or hiring villians (or maybe those are Dopplegangers too!) to attack the heroes while he attempts
to steal some rare artifact or gems to construct his items.

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Re: Character Posting Game.

 

How about someone with a split personality (or maybe just radical different personalities)' date=' but with some new twist or angle?[/quote']

 

Copied from my "Sharing the Wealth" thread, I present: Circe.

 

Circe #1 - Big Circe (Base Form)

 

Player: NPC

 

Val Char Cost

10 STR 0

21 DEX 33

15 CON 10

15 BODY 10

18 INT 8

20 EGO 20

15 PRE 5

18 COM 4

 

5 PD 3

5 ED 2

5 SPD 19

5 REC 0

30 END 0

43 STUN 15

 

9" RUN 6

4" SWIM 2

2" LEAP 0

Characteristics Cost: 137

 

Cost Power END

80 Many Selves: Multiform (400 Character Points in the most expensive form) (Instant Change, x8 Number Of Forms), Many Forms Disinclined/Hostile Toward Changing Forms (+0) (100 Active Points); Requires An EGO Roll To Voluntarily Change Forms (No Active Point penalty to Skill Roll; -1/4) 0

41 Feels Much Better!: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

5 Psychic Sensitivity: Mental Awareness 0

3 Sharp Hearing: +3 PER with Normal Hearing 0

Powers Cost: 156

 

Cost Skill

3 Acting 12-

3 Concealment 13-

3 Paramedics 13-

3 PS: Cooking 13-

3 PS: Waitress 13-

3 SS: Pharmacology 13-

5 SS: Psychology 15-

5 Stealth 14-

Skills Cost: 28

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-

3 Lightsleep

Talents Cost: 43

 

Val Disadvantages

0 Accidental Change (To Angela): When In Or Observing Church/Religious Services 8- (Uncommon)

0 Accidental Change (To Angela): When She Encounters Someone Injured 11- (Common)

10 Accidental Change (To Diana): When Suddenly Surprised/Caught Off Guard 11- (Uncommon)

0 Accidental Change (To Diana): When Feeling Threatened By Males 14- (Uncommon)

0 Accidental Change (To Gloria): When Observing Extreme Poverty Or Extremely Unhappy Children 8- (Uncommon)

15 Accidental Change To Jezebel): When In Sexual Situations Or Alone With Males 14- (Uncommon)

0 Accidental Change (To Jezebel): When Around Alcohol, Bars or Clubs 14- (Common)

0 Accidental Change (To Little Circe): When Waking From Nightmares 11- (Common)

0 Accidental Change (to Little Circe): When Around Horses, Children or Toys For A Minute Or More 11- (Common)

10 Accidental Change (to Lilith): When Witnessing Blasphemous/Unholy Depictions Or Events 11- (Uncommon)

15 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)

0 Accidental Change (To Monster): When Injured Badly Enough To Draw Blood 8- (Uncommon)

0 Accidental Change (to Monster): If Trapped Or Bound 11- (Uncommon)

10 Distinctive Features: Jumpy/Hypervigilant (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

15 Physical Limitation: Multiform Amnesia - Does Not Retain Memories From Other Forms (Frequently, Greatly Impairing)

15 Psychological Limitation: Extremely Shy (Common, Strong)

15 Psychological Limitation: Fears Males (Common, Strong)

5 Psychological Limitation: Protective Of Children (Uncommon, Moderate)

 

Disadvantage Points: 150

 

 

Base Points: 200

Experience Required: 14

Total Experience Available: 14

Experience Unspent: 0

Total Character Cost: 364

 

 

Height: 1.65 m Hair: Blonde

Weight: 58.00 kg Eyes: Blue

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

 

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

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

 

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

 

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

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

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

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

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

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

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

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

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

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

 

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

Quote:“Umm, sorry… I’m sort of absent-minded sometimes. By the way, what day is it today?â€

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

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

 

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

 

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

 

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

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

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

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

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

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

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

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

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

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

 

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

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

 

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

 

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

 

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

 

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

 

CIRCE PLOT SEEDS

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

 

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

 

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

 

 

 

 

Circe #2 - Little Circe

 

Val Char Cost

5 STR -5

21 DEX 33

10 CON 0

10 BODY 0

18 INT 8

18 EGO 16

10/30 PRE 0

18 COM 4

 

5 PD 4

5 ED 3

5 SPD 19

6 REC 6

26 END 3

20 STUN 2

 

6" RUN 0

2" SWIM 0

1" LEAP 0

Characteristics Cost: 93

 

Cost Power END

15 Talks With The Animals: Beast Speech

33 Friend To Animals: Mind Control 8d6 (Animal class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only vs. Animals Of The Types Covered By Her Animal Handling Skill (-1/2) 2

17 Animal Friends: Summon 4 200-point Animals, Friendly (+1/4), Expanded Class of Beings - Any Animals Of The Sorts Her Animal Handling Skill Applies To (+1/2) (87 Active Points); 1 Charge (-2), Summoned Beings Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Costs Endurance (-1/2), Cannot Specify Types Of Animals That Arrive (-1/2) 9

11 Neither Seen Nor Heard: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2), Requires A Stealth Roll (-1) (-1/4) 2

10 A Way With Animals: +20 PRE (20 Active Points); Only Applies To Animals Of The Sorts Of Animals Covered By Her Animal Handling Skill (-1)

41 Reset: Healing Stun 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

32 Of Many Minds: Mental Defense (29 points total), Hardened (+1/4) (32 Active Points) 0

3 Sharp Hearing: +3 PER with Normal Hearing 0

Powers Cost: 162

 

Cost Skill

25 Animal Handler (Birds, Bovines, Camels, Canines, Cetaceans, Elephants, Equines, Felines, Raptors, Ursines) 18- (22-)

3 Climbing 13-

3 Concealment 13-

3 KS: Animals 13-

4 KS: Kid Stuff 14-

3 Persuasion 11- (15-)

3 Riding 13-

9 Stealth 16-

Skills Cost: 53

 

Cost Talent

34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-

3 Lightsleep

Talents Cost: 37

 

Val Disadvantages

0 Accidental Change (To Angela): When In Or Observing Church/Religious Services 8- (Uncommon)

0 Accidental Change (To Angela): When She Encounters Someone Injured 11- (Common)

0 Accidental Change (to Big Circe): When Sleeping, Always (Very Common)

15 Accidental Change (To Diana): When Touched By Teenage Or Adult Men 11- (Common)

0 Accidental Change (To Diana): When Suddenly Surprised/Caught Off Guard 11- (Uncommon)

0 Accidental Change (To Gloria): When Observing Extreme Poverty Or Extremely Unhappy Children 8- (Uncommon)

10 Accidental Change (to Lilith): When Witnessing Blasphemous/Unholy Depictions Or Events 11- (Uncommon)

10 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 11- (Uncommon)

0 Accidental Change (to Monster): If Trapped Or Bound 11- (Uncommon)

0 Accidental Change (To Monster): When Injured Badly Enough To Draw Blood 8- (Uncommon)

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

10 Physical Limitation: Child-Sized (3' Tall, 25 kg, +3 KB) (Frequently, Slightly Impairing)

15 Physical Limitation: Mentally A Child - Thinks About/Understands Life and Reacts As Would A Very Bright Five-Year Old

15 Physical Limitation: Multiform Amnesia - Does Not Retain Memories From Other Forms (Frequently, Greatly Impairing)

20 Psychological Limitation: Intense Fear Of Snakes, Insects and Orthropods (Common, Total)

10 Psychological Limitation: Naive, Too Trusting (Common, Moderate)

 

Disadvantage Points: 145

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 345

 

 

Height: 0.95 m Hair: Blonde

Weight: 25.00 kg Eyes: Blue

Appearance: Little Circe is a pretty, five-year old girl with blonde hair. Anyone who has seen her older self will immediately recognize the similar features, including her striking blue eyes. She is always dressed in either a short, white dress, a pink jumper or pink flannel pajamas. She behaves with all the energy, playfulness and naiveté that characterizes a very young child.

Quote:“I don’t know where my Momma and Daddy are, but my friends are around here somewhere.â€

Background: Little Circe is Circe Clayton’s original personality; her emotional development essentially stopped at age five, due to severe abuse. Other parts of herself took over at that point, leaving little Circe to never grow up.

Powers/Tactics: Note that Circe's ability to summon Animal Friends is dependent upon animals being in the area and able to get to her. Even if she's at a zoo, creatures such as lions and bears probably won't be able to come to her assistance (though the elephant or camel that normally gives rides to children might come running). Thus, while she can summon up to four animals of up to 200 points each (a point total that covers creatures such as bears, tigers and rhinos, among others), in most circumstances she is likely to instead get dogs, stray cats, hawks, or maybe horses, deer, coyote or cattle when she's in a rural environment.

 

 

 

 

Circe #3 - Angela

 

Val Char Cost

10 STR 0

21 DEX 33

20 CON 20

15 BODY 10

18 INT 8

18 EGO 16

30 PRE 20

20 COM 5

 

7/19 PD 5

7/19 ED 3

5 SPD 19

7 REC 2

42 END 1

30 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 142

 

Cost Power END

20 Angelic Abilities: Elemental Control, 40-point powers

13 1) Heaven's Blinding Light: Sight Group Flash 8d6 (40 Active Points); Extra Time (Full Phase, -1/2) 4

11 2) Divine Wrath: Energy Blast 4d6, No Normal Defense ([standard]; +1) (40 Active Points); Extra Time (Full Phase, -1/2), Beam (-1/4) 4

22 3) Heavenly Aura: Force Field (12 PD/12 ED/10 Power Defense), Costs END Only To Activate (+1/4) (42 Active Points) 3

13 4) Healing Touch: Healing BODY 4d6 (40 Active Points); Extra Time (Full Phase, -1/2) 4

15 5) Angel Wings: Flight 14", Reduced Endurance (0 END; +1/2) (42 Active Points); Restrainable (-1/2) 0

11 6) The Shining Light Of Truth: Detect Untruth (Lies, Fictions, Falsehoods, Deceptions, Illusions, Disguises/Untrue Forms, By All Methods, Against Any Senses) , and 18- (Unusual Group), Discriminatory, Analyze, Range (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Visible (-1/4) 4

41 Divine Grace: Healing STUN 5d6, 16 Charges (+0), Trigger -Changing Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

10 Aerial Grace: +3 with DCV (15 Active Points); Linked (Angel Wings; -1/2)

10 Unafraid Of The Light: Sight Group Flash Defense (10 points) 0

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

7 Heavenly Light: Sight Group Images Increased Size (4" radius; +1/2), Reduced Endurance (1/2 END; +1/4) (17 Active Points); Only To Create Light (-1), No Range (-1/2) 1

Powers Cost: 200

 

Cost Skill

9 +3 with Angelic Abilities Attacks

4 KS: Christianity 14-

3 KS: Hymns 13-

3 Linguist

0 1) Language: English (idiomatic) (4 Active Points)

3 2) Language: Greek (idiomatic) (4 Active Points)

3 3) Language: Hebrew (idiomatic) (4 Active Points)

2 4) Language: Latin (idiomatic) (4 Active Points)

3 Oratory 15-

3 PS: Singing 15-

Skills Cost: 33

 

Cost Talent

3 Perfect Pitch (+1 To Singing)

22 Universal Translator 15-

Talents Cost: 25

 

Val Disadvantages

20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)

10 Accidental Change (to Monster): If Trapped Or Bound 11- (Uncommon)

10 Accidental Change (To Jezebel): When In Sexual Situations Or Alone With Males 11- (Uncommon)

15 Accidental Change (To Jezebel): When Around Alcohol, Bars or Clubs 11- (Common)

10 Distinctive Features: Beautiful, Winged Woman With Glowing Halo Of Light (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: vs. Blasphemy (Uncommon), go 11-, recover 14-

20 Enraged: When Lied To (Common), go 11-, recover 11-

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

5 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Memories Of Gloria, Jezebel, Lilith, Monster and Marie Multiforms (All the Time, Slightly Impairing)

20 Psychological Limitation: Completely Honest and Honorable (Common, Total)

15 Psychological Limitation: Merciful - Quick To Accept Surrender, Offer Assistance/Healing (Common, Strong)

10 Psychological Limitation: Easily Manipulated By Purported Christians (Uncommon, Strong)

15 Susceptibility: When Touched By Unholy Items/Symbols, 1d6 damage per Phase (Uncommon)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 400

 

 

Height: 1.65 m Hair: Blonde

Weight: 58.00 kg Eyes: Blue

Appearance: Angela’s features are an idealized version of Circe’s adult features, smoothed and flawless and with curlier hair. She wears a simple, modest white gown and is barefoot. She has large, white, feathered wings and is constantly surrounded by a halo of pure, white light.

Quote:“Some things *are* black and white. Some things are good, and some are evil. When Judgment Day comes, you’ll see there is no such thing as gray where morals and truth are concerned.â€

 

 

 

 

Circe #4 - Lilith

 

Val Char Cost

30 STR 20

23 DEX 39

20 CON 20

15 BODY 10

18 INT 8

18 EGO 16

30 PRE 20

12 COM 1

 

10/16 PD 4

10/16 ED 6

5 SPD 17

10 REC 0

40 END 0

40 STUN 0

 

9" RUN 6

2" SWIM 0

6" LEAP 0

Characteristics Cost: 167

 

Cost Power END

52 Infernal Body Weapons: Multipower, 52-point reserve

3u 1) Cloven Hooves: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (52 Active Points); Hand-To-Hand Attack (-1/2) 2

4u 2) Demonic Talons: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (52 Active Points); No Knockback (-1/4) 2

45 Hellfire Breatlh: Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Full Phase, -1/2), 8 Charges (-1/2)

4u 1) Hellfire Spread: Killing Attack - Ranged 3d6, Area Of Effect (10" Cone; +1) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), No Knockback (-1/4) 0

5u 2) Concentrated Hellfire: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); Extra Time (Full Phase, -1/2), No Knockback (-1/4) 0

7 Infernal Stamina: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR

14 Scaly Skin: Armor (6 PD/6 ED) (18 Active Points); Visible (-1/4) 0

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

41 Hellish Vigor: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

5 Demon Eyes: Infrared Perception (Sight Group) 0

5 Demon Eyes: Nightvision 0

Powers Cost: 212

 

Cost Skill

12 +4 with Infernal Body Weapons and Grab

3 KS: Satanism, Demonology and Black Magic 13-

3 Mimicry 13-

3 Persuasion 15-

Skills Cost: 21

 

Val Disadvantages

20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)

10 Accidental Change (To Angela): In Response To Prayer 11- Each Phase (Uncommon)

10 Accidental Change To Jezebel): When In Sexual Situations Or Alone With Males 11- (Uncommon)

0 Accidental Change: When In Complete Darkness Or Bound Other Than By Magic Circle Always (Uncommon)

15 Distinctive Features: Demonic Mein - Scaly, Red Skin, Cloven Hooves, Fangs, Snakelike Eyes, Stench Of Brimstone (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Enraged: Berserk vs. Prayer (Other Than To Satan/Evil Entities) (Uncommon), go 11-, recover 14-

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

15 Physical Limitation: Can Be Bound By Magic Circles (Infrequently, Fully Impairing)

5 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Memories from Angela, Diana, Gloria and Marie Multiforms (All the Time, Slightly Impairing)

20 Psychological Limitation: Easily Manipulated Into Working With Evil People/Doing Evil Acts (Common, Total)

15 Psychological Limitation: Casual Killer (Common, Strong)

20 Susceptibility: vs. Prayer Or Holy Symbols/Objects, 2d6 damage per Phase (Uncommon)

10 Susceptibility: Touched By Holy Symbol/Substance, 1d6 BODY per Phase (Uncommon)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 400

 

 

Height: 1.70 m Hair: Blonde

Weight: 65.00 kg Eyes: Yellow, with black slit pupils

Appearance: Lilith combines obviously stereotypical ideas about demonic evil with Little Circe’s deep fear and hatred of snakes. Though her general facial structure resembles Circe’s adult appearance, one has to look closely to notice this. Lilith is a bit taller than adult Circe, though of the same general build. Her skin is dark red and covered with small, smooth scales like a snake. Her hair is a brighter blonde than Circe’s and hangs to her mid-back. Her fingers end in long, black talons and she has prominent fangs, like a vampire. A pair of small, curved horns jut from her forehead, right below the hairline. Her eyes are yellow with a black slit pupil, and her shapely legs are covered with wiry black fur from the knees down and end in black, cloven hooves. She wears a tight black dress with deep cleavage, high cut on the sides. Lilith gives off a faint sulfur odor all the time; this same odor is much more prominent whenever she uses her Hellfire Breath powers.

Personality: The Lilith personality is almost a campy stereotype of evil – evil for evil’s sake. That pretty much sums up her personality, and her goals – she has no specific goals other than to cause misery and perform malicious acts. The GM is encouraged to play that up. Sometimes it’s fun to run into a villain who doesn’t have any noble characteristics or complex motives. The GM should make sure the players keep in mind, though, that this personality is still part of a generally good - though profoundly disturbed - person, because that awareness puts them in some dilemma as to how to handle Lilith.

 

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

Quote:“You *think* you know about evil. Let me show you what evil is all about.â€

p"> Background:

 

 

 

 

Circe #5 - Jezebel

 

Val Char Cost

10/40 STR 0

20 DEX 30

20 CON 20

15 BODY 10

18 INT 8

20 EGO 20

20 PRE 10

24 COM 7

 

5 PD 3

5 ED 1

5 SPD 20

6 REC 0

40 END 0

40 STUN 10

 

6" RUN 0

2" SWIM 0

2"/8" LEAP 0

Characteristics Cost: 139

 

Cost Power END

50 Seductive Ways: Mind Control 18d6, Reduced Endurance (1/2 END; +1/4) (112 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 4

24 Prehensile Hair: (Total: 65 Active Cost, 24 Real Cost) Extra Limbs (Hair) (1) (5 Active Points); Costs Endurance Each Phase In Use (-1/2) (Real Cost: 3) plus Stretching 3" (15 Active Points); Hair Only (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 7) plus +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); Only For Grab And To Maintain Hold - Does Not Do Squeeze Damage (-1), No Figured Characteristics (-1/2), Only with Extra Limbs (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 14) 2

22 Constriction: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense (Rigid Neck/Chest Armor, PD Force Field, Does Not Breathe; +1) (56 Active Points); No Range (-1/2), Linked (Prehensile Hair; -1/2), Must Obtain/Maintain Grab (-1/2) 2

41 Revitalized: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

5 Instant Fashion: Cosmetic Transform 2d6 (standard effect: 6 points) (Transform Clothing, Makeup and Hair As Desired), Improved Target Group - Any Clothing/Makeup/Hairstyle (+1/4) (12 Active Points); Limited Target - Clothing/Makeup/Hair Only (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2) 1

Powers Cost: 169

 

Cost Skill

40 +4 Overall

1 +1 with Grab

3 Acting 13-

3 Bribery 13-

3 Concealment 13-

3 Conversation 13-

3 KS: Millennium City Vice 13-

3 CK: Millennium City 13-

1 Language: Spanish (basic conversation)

3 Persuasion 13-

3 PS: Exotic Dancer 13-

4 PS: Prostitute 14-

3 Seduction 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 13-

Skills Cost: 82

 

Cost Perk

10 10 Points Of Contacts Among Pimps, Prostitutes, Customers, Low-Level Criminals

Perks Cost: 10

 

Val Disadvantages

10 Accidental Change (To Lilith): When Angered or Enraged 8- (Common)

10 Accidental Change (To Diana): If Injured (Takes BODY Damage or 10+ STUN) 11- (Uncommon)

30 Accidental Change (To Big Circe): When Asleep/Unconscious Always (Very Common)

0 Accidental Change (To Monster): If Pinned, Bound, Tightly Grabbed Or Otherwise Feels Controlled Always (Uncommon)

0 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)

20 Distinctive Features: Oozes Sexuality (Concealable; Extreme Reaction (Either Extreme Lust or Disgust/Jealousy); Detectable By Commonly-Used Senses)

15 Enraged: When Struck (Common), go 11-, recover 14-

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

5 Hunted: Various Jealous Women 11- (Less Pow, Mildly Punish)

5 Hunted: Various Men She's Ripped Off 8- (Less Pow, Harshly Punish)

0 Physical Limitation: Does Not Retain/Cannot Access Memories From Other Multiforms (All the Time, Greatly Impairing)

15 Psychological Limitation: Habitually Manipulative (Common, Strong)

15 Psychological Limitation: Impulsive, Easily Influenced (Common, Strong)

20 Psychological Limitation: Promiscuous (Common, Total)

0 Psychological Limitation: Amoral (Common, Total)

0 Psychological Limitation: Attention-Seeking (Common, Strong)

0 Psychological Limitation: Enjoys Provoking Jealousy (Common, Strong)

15 Reputation: Prostitute, 11- (Extreme)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 400

 

 

Height: 1.65 m Hair: Blonde

Weight: 63.00 kg Eyes: Blue

Appearance: Jezebel shares Circe’s facial features, but hers are sharper and more perfect, without a single flaw. Her hair is also quite a bit longer, hanging past the small of her back, and her figure is much more rounded and sensual. She is perfectly (if perhaps a bit heavily) made-up and favors extremely revealing and provocative outfits consisting of miniskirts, black stockings, stiletto heels and sheer, low-cut blouses.

Quote:“Am I up for some fun? Ohhhhh, yeah… any kind of fun you can imagine, and lots you probably can’t.â€

Powers/Tactics: A note is in order regarding the listed defenses for Jezebel's Constriction NND attack. In addition to more standard "rigid neck and chest armor" and "PD Force Field", a listed defense is "Does Not Breathe". Not all forms of LS: Extended or Self-Contained Breathing qualify for this condition, as simply wearing an oxygen mask doesn't help much against an attack which compresses the chest so the lungs can't function. This defense refers to beings that truly don't have to breathe, such as robots, golems and undead characters.

 

 

 

 

Circe #6 - Diana

 

Val Char Cost

30 STR 20

26 DEX 48

23 CON 26

15 BODY 10

13 INT 3

18 EGO 16

20 PRE 10

14 COM 2

 

14/34 PD 8

12 ED 7

5 SPD 14

10 REC -2

46 END 0

45 STUN 3

 

9"/24" RUN 6

2" SWIM 0

6" LEAP 0

Characteristics Cost: 171

 

Cost Power END

13 Ch'i Powers: Multipower, 30-point reserve, (30 Active Points); all slots Activation Roll 14- (-1/2), Costs Endurance (-1/2), 12 Charges (-1/4)

1u 1) Ch'i Theft: Transfer 2d6 (DEX to DEX) (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3

1u 2) Ch'i Wound: Drain DEX 3d6 (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3

1u 3) Ch'i Blow: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3

1u 4) Advanced Iron Skin: (Total: 30 Active Cost, 15 Real Cost) +20 PD (20 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) (Real Cost: 10) plus Damage Resistance (20 PD) (10 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) (Real Cost: 4) 3

1u 5) One With The Wind: Running +15" (9"/24" total) (30 Active Points); Activation Roll 14- (-1/2), Costs Endurance (-1/2) 3

7 Warrior's Stamina: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR

25 Ch'i Guidance: Find Weakness 12- with Martial Maneuvers 0

22 Spirit Bow: Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); Requires Two Hands (-1/2), Restrainable (-1/2), 8 Charges (-1/2), No Knockback (-1/4), Beam (-1/4) [8]

41 Fighting Chance: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

13 Iron Skin: Damage Resistance (14 PD/12 ED) 0

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

Powers Cost: 153

 

Cost Martial Arts Maneuver

16 +4 HTH Damage Class(es)

4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm

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

4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs

5 Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 14d6 Strike

3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on

5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike

4 Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab

Martial Arts Cost: 57

 

Cost Skill

10 +2 with HTH Combat

3 Acrobatics 14-

3 KS: Kung Fu 12-

3 Tactics 12-

Skills Cost: 19

 

Val Disadvantages

20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)

15 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)

15 Accidental Change (To Monster): When Hit With Attacks With "Fear" Special Effects 14- (Uncommon)

0 Accidental Change (To Big Circe): When In An Apparently-Safe Situation For 1/2 Hour Or More 14- (Common)

10 Distinctive Features: Martial Arts Style (Kung Fu) (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

20 Enraged: vs. Those Who Threaten/Harm Innocents (Common), go 11-, recover 11-

25 Enraged: vs. Snakes, Insects, Spiders And Arthropods, Or Motif/Costumes Of Same (Common), go 14-, recover 11-

10 Enraged: vs Opponents Using Entangles And Other "Binding" Attacks (Common), go 8-, recover 14-

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

10 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Multiform Memories Other Than Those Of Big Circe and Little Circe (All the Time, Greatly Impairing)

20 Psychological Limitation: Protective Of Innocents (Common, Total)

15 Psychological Limitation: Extremely Aggressive In Combat, Quick To Repond With Aggression/Violent (Common, Strong)

0 Psychological Limitation: Distrusts Males (Common, Strong)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 400

 

 

Height: 1.83 m Hair: Blond

Weight: 85.00 kg Eyes: Blue

Appearance: Diana shares Circe’s general facial features, but hers are a bit rougher and more masculine. She is tall and muscular, with tanned skin and short, blonde hair. She wears a simple white tunic with a leather belt and boots that lace up to her knees.

Quote:“You only *think* that hurts. If you don’t leave now, I’m going to show you what pain is really all about.â€

Powers/Tactics: Diana’s abilities are for the most part self-explanatory. Her Spirit Bow ability causes shimmering energy in the shape of a bow and arrow to appear when she makes gestures as if loading and drawing a bow. Diana tends to make low, breathy sounds when invoking her ch’i Powers, but can do so in complete silence.

 

 

 

 

Circe #7 - Gloria

 

Val Char Cost

10 STR 0

23 DEX 39

15 CON 10

15 BODY 10

18 INT 8

18 EGO 16

20 PRE 10

18 COM 4

 

6/21 PD 4

5/20 ED 2

5 SPD 17

5 REC 0

30 END 0

30 STUN 2

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 122

 

Cost Power END

121 Transmogrification: Variable Power Pool, 75 base + 46 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (167 Active Points); Limited Class Of Powers Available - Transform And Entangles Only (-1)

22 Faerie Magic Powers: Elemental Control, 44-point powers

15 1) Sparkles: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2) (45 Active Points); Not vs. Attacks She Does Not Perceive (-1/2) 0

15 2) Faerie Wings: Flight 18", Reduced Endurance (1/2 END; +1/4) (45 Active Points); Restrainable (Butterfly Wings) (-1/2) 2

15 3) Illusion: Hearing Group and Normal Sight Images Increased Size (8" radius; +3/4), +/-5 to PER Rolls (44 Active Points); Extra Time (Full Phase, -1/2) 4

41 Just Like New: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

6 Sharp Senses: +2 PER with all Sense Groups 0

Powers Cost: 262

 

Cost Skill

9 +3 with Transmogrification

4 KS: Nursery Rhymes And Fairytales 14-

3 Oratory and Storytelling 13-

Skills Cost: 16

 

Val Disadvantages

20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)

15 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 14- (Uncommon)

0 Accidental Change (To Monster): When Hit With Attacks With "Fear" Special Effects 14- (Uncommon)

15 Accidental Change (To Jezebel): When Around Alcohol, Bars or Clubs 11- (Common)

10 Distinctive Features: Large, Pointed Ears and Surrounded By Multicolored "Sparkles" (Concealable Only By Changing Form), Noticed and Recognizable, Detectable By Commonly-Used Senses

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

10 Physical Limitation: Multiform Amnesia: Does Not Retain/Cannot Access Memories Of Multiforms Other Than Big Circe And Little Circe (All the Time, Greatly Impairing)

15 Psychological Limitation: Overconfident, Does Not Worry About Anything (Common, Strong)

10 Psychological Limitation: Hatred Of Snakes, Insects and Arthropods (Uncommon, Strong)

10 Psychological Limitation: A Sucker For A Sob Story, Always Trying To Fix Things/Situations, Cheer People Up (Uncommon, Strong)

15 Psychological Limitation: Flashy, Showy, Not The Least Bit Stealthy (Common, Strong)

15 Susceptibility: In Complete Darkness, 1d6 damage per Phase (Uncommon)

15 Vulnerability: 1 1/2 x STUN Unarmed Physical Strikes - Punches, Kicks, etc. (Very Common)

10 Vulnerability: 2 x STUN Attacks With "Darkness" Special Effect (Uncommon)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 400

 

 

Height: 1.62 m Hair: White

Weight: 65.00 kg Eyes: Blue

Appearance: Gloria looks like a much older, cheerier and more playful version of Big Circe – like Little Circe all grown up but not much changed in personality, and with large, bright-yellow butterfly wings that appear whenever she wants to fly. She has short, white hair and wears white slippers and a blousy white gown decorated with countless bright-colored gemstones. She is constantly surrounded by motes of light in all the colors of the rainbow, which circle around her in ever-changing orbits. These also function as her Force Field, which manifests as several of the light-motes converging at the point where an attack strikes her to deflect the impact.

Quote:“Well, aren’t *you* a grouchy fellow. I think it’s time for you to go to time out!â€

Powers/Tactics: Gloria is able to cause almost any imaginable form of transformation. She can turn rocks into gold, bears into rabbits, weapon foci into licorice, VIPER agents into glass figurines or annoying superheroes into action figures. She can also create objects, substances and entangling bonds from thin air, (relatively) permanently shrink people to mouse-size, grant intelligence to animals, turn mean people into nice ones, and just about anything else that she fancies, though she cannot Transform a person's spirit or soul. However, she is much more likely to transform people into funny or pretty forms than unpleasant ones – turning someone into a stuffed animal or painting is more her style than turning someone into a slug or a pile of buffalo chips – and she is not at all prone to create weapons or anything else likely to cause anyone harm. All of her Transforms can be reversed by having someone spend an entire turn consciously and honestly wishing for the Transformed item or being to turn back to its original form.

 

 

 

 

Circe #8 - Marie

 

Val Char Cost

10 STR 0

15 DEX 15

15 CON 10

15 BODY 10

18 INT 8

18 EGO 16

18 PRE 8

16 COM 3

 

5 PD 3

5 ED 2

5 SPD 25

5 REC 0

30 END 0

28 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 100

 

Cost Power END

22 Ms. MacGyver: +9 with Science/Technical Skills (45 Active Points); Only To Counter NegativeSkill Roll Modifiers Due To Time, Equipment, Conditions, Combat Conditions, etc. (-1)

5 Mini Tool Kit: +3 with Technical Skills (15 Active Points); OAF (Mini-Tool Kit; -1), Costs Endurance (-1/2), Activation Roll (Chance To Have The Correct Tool For The Situation) 14- For An Unusual Item (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) 1

41 Reset: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

15 I'm Not Impressed: +30 PRE (30 Active Points); Only To Defend vs. PRE Attacks (-1)

14 Intuition: Precognitive Clairsentience (Sight Group And Normal Hearing) (45 Active Points); Precognition Only (-1), Limited Information Only - Sense The Best Course Of Action From Among Perceived Options (-1/2), Extra Time (Full Phase, -1/2), Activation Roll 15- (-1/4) 4

6 Alert And Perceptive: +2 PER with all Sense Groups 0

Powers Cost: 130

 

Cost Skill

20 +4 with all Intellect Skills

5 Analyze: Situation (Pros/Cons) 14-

5 Computer Programming 14-

5 Cramming

3 Criminology 13-

3 Cryptography 13-

9 Deduction 16-

5 Electronics 14-

3 Scholar

2 1) KS: Games and Puzzles (3 Active Points) 13-

2 2) KS: History (3 Active Points) 13-

2 3) KS: Internet Research (3 Active Points) 13-

2 4) KS: Library Research (3 Active Points) 13-

2 5) KS: News and Current Events (3 Active Points) 13-

2 6) KS: Philosohpy (3 Active Points) 13-

2 7) KS: Politics (3 Active Points) 13-

2 8) KS: Religion (3 Active Points) 13-

2 9) KS: State/Local Events and Public Figures (3 Active Points) 13-

2 10) KS: Trivia (3 Active Points) 13-

3 Linguist

1 1) Language: Arabic (fluent conversation) (2 Active Points)

0 2) Language: English (idiomatic) (4 Active Points)

1 3) Language: French (completely fluent) (3 Active Points)

1 4) Language: German (completely fluent) (3 Active Points)

1 5) Language: Greek (fluent conversation) (2 Active Points)

1 6) Language: Hindustani (fluent conversation) (2 Active Points)

2 7) Language: Japanese (completely fluent) (3 Active Points)

1 8) Language: Korean (fluent conversation) (2 Active Points)

1 9) Language: Latin (completely fluent) (3 Active Points)

1 10) Language: Russian (fluent conversation) (2 Active Points)

1 11) Language: Spanish (completely fluent) (3 Active Points)

1 12) Language: Vietnamese (fluent conversation) (2 Active Points)

3 Lockpicking 12-

3 Mechanics 13-

3 Paramedics 13-

3 PS: Accounting 13-

5 PS: Chess 15-

3 Scientist

2 1) SS: Anthropology 13- (3 Active Points)

2 2) SS: Archaeology 13- (3 Active Points)

2 3) SS: Biology 13- (3 Active Points)

3 4) SS: Chemistry 14- (4 Active Points)

2 5) SS: Engineering 13- (3 Active Points)

2 6) SS: Mathematics 13- (3 Active Points)

2 7) SS: Medicine 13- (3 Active Points)

2 8) SS: Pharmacology 13- (3 Active Points)

2 9) SS: Physics 13- (3 Active Points)

2 10) SS: Psychiatry 13- (3 Active Points)

2 11) SS: Psychology 13- (3 Active Points)

2 12) SS: Sociology 13- (3 Active Points)

2 13) SS: Zoology 13- (3 Active Points)

10 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Mountain, Urban) 13-

3 Tactics 13-

Skills Cost: 153

 

Cost Talent

3 Absolute Time Sense

5 Eidetic Memory

3 Lightning Calculator

6 Speed Reading (x100)

Talents Cost: 17

 

Val Disadvantages

20 Accidental Change (to Big Circe): When Unconscious, Always (Uncommon)

10 Accidental Change (To Jezebel): When Men Show An Interest In Her 11- (Uncommon)

10 Accidental Change (To Monster): When In Complete Darkness For More Than A Few Moments 11- (Uncommon)

10 Accidental Change (To Monster): If Subjected To Emotion Attacks 11- (Uncommon)

5 Distinctive Features: Rigidly Formal Speech Pattern (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Distinctive Features: Unemotional Demeanor, Others Tend To View Her As Cold, Aloof, Arrogant Or Spooky (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

5 Physical Limitation: Multiform Amnesia - Does Not Retain/Cannot Access Memories Of Monster Multiform (All the Time, Slightly Impairing)

15 Psychological Limitation: Intellectually Curious (Common, Strong)

20 Psychological Limitation: Overly Cautious, Considers All Options Before Making Decisions/Taking Action (Very Common, Strong)

15 Psychological Limitation: Suppresses Emotions (Common, Strong)

25 Susceptibility: vs. Mental Powers Defined w/ Emotion Special Effects, 3d6 damage per Phase (Uncommon)

10 Vulnerability: 1 1/2 x Effect vs. Drugs/Toxins (Common)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 400

 

 

Height: 1.65 m Hair: Blonde

Weight: 58.00 kg Eyes: Blue

Appearance: Circe’s Marie persona looks a great deal like Circe, though more pale and with a shorter, more severe hairstyle (something like a longer bowl cut) and silver wire-rim glasses. She favors nondescript but very neat outfits, typically a well-pressed blouse and slacks, and always has a pen or mechanical pencil nearby, in addition to her mini-tool kit.

Quote:“Give me a few moments… I’ll come up with something.â€

Powers/Tactics: Marie's Ms MacGyver abilities (Diana's coined name for Marie, inspired by the famous TV adventurer) can let her pull off truly astounding feats, such as rigging up useful chemical concoctions from household substances, jury-rigging a trap or weapon, or instantly identifying the right password to access a computer file based on cryptic clues. Her mini-tool kit (a belt-pack of micro-tools which rolls up for easy storage at the small of her back, much like a fanny pack) contains a wide variety of basic tools and useful items, such as tweezers, small screwdrivers and chisels, a magnifying lens, lock picks, small tubes of machine oil, fingerprint dust, etc. There's a basic 14- chance she will have any items needed for a given situation, or a reasonable substitute (the lesser value for Activation Roll reflects the fact that the kit will reliably include certain very basic items, such as those listed).

 

 

 

 

Circe #9 - Monster

 

Val Char Cost

60 STR 50

17 DEX 21

30 CON 40

20 BODY 20

5 INT -5

18 EGO 16

40 PRE 30

0 COM -5

 

20 PD 8

15 ED 9

5 SPD 23

18 REC 0

60 END 0

65 STUN 0

 

6" RUN 0

2" SWIM 0

15" LEAP 3

Characteristics Cost: 210

 

Cost Power END

15 Monstrous Stamina: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR

53 Monstrous Claws: Killing Attack - Hand-To-Hand 3d6 (5 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (79 Active Points); Restrainable (-1/2) 3

41 Monstrous Recovery: Healing STUN 5d6, 16 Charges (+0), Trigger = Switch Forms (+1/4) (62 Active Points); Self Only (-1/2) [16]

17 Monstrous Toughness: Damage Resistance (20 PD/15 ED) 0

27 Of Many Minds: Mental Defense (25 points total), Hardened (+1/4) (27 Active Points) 0

27 One With The Dark: Spatial Awareness (Unusual Group), Discriminatory 0

Powers Cost: 180

 

Cost Skill

4 +4 with Monstrous Claws

Skills Cost: 4

 

Val Disadvantages

20 Accidental Change: To Little Circe If Unconscious Always (Uncommon)

25 Accidental Change: When Out Of Combat Or Deep Darkness For One Minute Or More Always (Common)

30 Enraged: vs. Those Who Harm Innocents (Common), go 14-, recover 8-

20 Enraged: When Present Because Another Form Was Injured, Bound Or Subjected To Pain Or Fear (Common), go 14-, recover 14-

20 Distinctive Features: (Concealable Only By Changing Form; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: MCPD 8- (Mo Pow, NCI, Capture)

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

10 Physical Limitation: Multiform Amnesia - Does Not Retain Memories Of Multiforms Other Than Big And Little Circe, And Circumstances That Triggered Accidental Change From Other Forms (All the Time, Slightly Impairing)

15 Psychological Limitation: No Qualms Against Using Lethal Force (Common, Strong)

15 Psychological Limitation: Completely Protective Of Children And Animals (Uncommon, Total)

5 Vulnerability: 1 1/2 x STUN vs. Light-Based Attacks (Common)

 

Disadvantage Points: 200

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 394

 

 

Height: 2.10 m Hair: Blonde

Weight: 136.00 kg Eyes: Blue

Appearance: Monster is the Multiform that looks least like Circe. Covered with thick, shaggy, honey-blonde fur, this hulking form is nearly 7 feet tall and is barely recognizable as female, or even human. Circe’s distinctive blue eyes are barely visible through the fur; observers are much more likely to notice her hugs hands, with long, powerful fingers ending in sharp, black talons.

 

The hdc documents can be found on the thread.

 

Next Challenge - A music-based character reflecting a theme other than either "bard" or some sort of rock musician.

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Re: Character Posting Game.Music Based Character

Johnny Dee

Val Char Cost
20 STR 10
20 DEX 30
28 CON 36
14 BODY 8
18 INT 8
20 EGO 20
30 PRE 20
14 COM 2
4 PD 0
6 ED 0
6 SPD 30
10 REC 0
56 END 0
38 STUN 0
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 164

Cost Power END
15 Magical Shields I: Mental Defense (19 points total) 0
19 Magical Shields II: Power Defense (15 points), Hardened (+1/4) (19 Active Points) 0
11 Charms and Rituals: Knockback Resistance -10" (20 Active Points); Restrainable (-1/2), Limited Power Power loses about a fourth of its effectiveness (Luck Based; -1/4) 0
30 Charms and Rituals: Luck 6d6 0
25 The Devil's Gift: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal) 0
65 The Devil's Golden Fiddle: Aid Aid to All Magic Spells and Powers, Two at a time 12d6 (standard effect: 36 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Two Magic Powers simultaneously (+1/2) (210 Active Points); OAF Unbreakable (The Devil's Magic Fiddle; -1), Gestures (Requires both hands; Must Play Fiddle; -1/2), Self Only (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Fiddle Player Skill; -1/4) 0
70 Musical Magic: Variable Power Pool (Magic Pool), 40 base + 30 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points)
Powers Cost: 235

Cost Martial Arts Maneuver
Dirty Fighting
4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4 3) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
Martial Arts Cost: 12

Cost Skill
3 Jack of All Trades
1 1) PS: Hex Doctor (2 Active Points) 11-
1 2) PS: Musical Instrument Crafting (2 Active Points) 11-
2 3) PS: Musician (3 Active Points) 15-
3 Scholar
1 1) KS: America's Occult History (2 Active Points) 11-
1 2) KS: Arcane & Occult Lore (2 Active Points) 11-
1 3) KS: Demonology (2 Active Points) 11-
1 4) KS: Herbalism (2 Active Points) 11-
1 5) KS: Infernal Lore (2 Active Points) 11-
1 6) KS: Music (2 Active Points) 11-
2 7) KS: Music History (3 Active Points) 13-
1 8) KS: Occult Creatures (2 Active Points) 11-
1 9) KS: Secret History (2 Active Points) 11-
3 Traveler
1 1) AK: America (2 Active Points) 11-
1 2) AK: Places of Power (2 Active Points) 11-
1 3) AK: Planar Lore (2 Active Points) 11-
3 Linguist
0 1) Language: English (idiomatic; literate) (5 Active Points)
1 2) Language: French (completely fluent) (3 Active Points)
1 3) Language: Gaelic (basic conversation; literate) (2 Active Points)
1 4) Language: German (completely fluent) (3 Active Points)
1 5) Language: Italian (completely fluent) (3 Active Points)
2 6) Language: Latin (completely fluent; literate) (4 Active Points)
1 7) Language: Spanish (completely fluent) (3 Active Points)
23 Power: Magic 25-
3 Paramedics 13-
7 Analyze: Magic 15-
2 Survival (Mountain) 13-
3 Streetwise 15-
3 Stealth 13-
3 Persuasion 15-
3 Oratory 15-
3 Trading 15-
3 Deduction 13-
3 Conversation 15-
3 Concealment 13-
3 Tactics 13-
3 Shadowing 13-
3 Riding 13-
4 Animal Handler (Bovines, Canines, Equines) 15-
4 WF: Common Melee Weapons, Small Arms
40 +4 Overall
Skills Cost: 152

Cost Perk
2 Reputation: The boy who beat the devil (A small to medium sized group) 11-, +2/+2d6
10 Money: Wealthy
30 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (30 Active Points) 13-
30 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Spirit Contact (x3) (30 Active Points) 12-
3 Anonymity
Perks Cost: 75

Cost Talent
30 Combat Luck (15 PD/15 ED)
34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-
Talents Cost: 64

Val Disadvantages
25 Hunted: The Devil's Minions 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Trimegistus Council 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Social Limitation: Angel of Death (Frequently, Major)
5 Social Limitation: No Legal Identity (Occasionally, Minor)
10 Distinctive Features: Magical Aura, Aura is tainted by the infernal (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Susceptibility: Holy Ground, 1d6 damage per Turn (Uncommon)
15 Psychological Limitation: Boastful, Showoff (Very Common, Moderate)
15 Psychological Limitation: Trickster (Very Common, Moderate)
15 Psychological Limitation: Devoted to the fight against Supernatural Evil (Common, Strong)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 352Total Experience Available: 352Total Character Cost: 702Height: 1.77 mHair: BlondeWeight: 64.00 kgEyes: GreenAppearance: Thin, well muscled man between 18-24 wearing out of style clothing and carrying a golden fiddle.Personality: The man who calls himself Johnny Dee won a contest with the Devil, or thought he did, and has been paying the price ever since. For over a hundred years the dark ones have come. He beats them, again and again he tricks them, bests them and pushes them back, but they never stop coming. Johnny has tried seeking shelter on Holy Ground, but his life is now tied too closely to the devil’s golden fiddle, and the owner of that damned instrument can not rest comfortably in any sacred space. Johnny is still proud, still in many ways that same young fool who accepted the devils challenge, but he is also deeply tired. He wants an ending, he wants peace, but he can not lay his fiddle down.Quote:“You can do your best you son of a bitch, but I’m the best there’s ever been.â€Background: The devil went down to Georgia

He was looking for a soul to steal

He was in a bind cause he was way behind

And he was willing to make a deal

 

Charlie Daniels Band, “The Devil went down to Georgia.â€

 

Now “Johnny Dee†is not the name he was born with, and he is not from Georgia. The rest of the story is more true than not.

 

The boy said "My name's Johnny

And it might be a sin

But I'll take you bet, your gonna regret

Cause I'm the best that's ever been"

 

Now we all know the story, and we know that Johnny won. He got that fiddle made of gold, and a gift or two as well. This next part is not in the story most folks have heard.

 

Johnny rosin up your bow

And play your fiddle hard

Cause hell's broke loose in Georgia

And the devil deals the cards

 

Johnny once told me that he was a wise man, a hex doctor, last in a long line, and I believe him. He knew that old devil was coming, and he knew that someone had to meet him. Johnny was not a Georgia boy, but he did love that place, and when the devil came, Johnny stood up to meet him.

 

When the devil finished Johnny said

Well you're, pretty good old son

But sit down in that chair right there

And let me show you how it's done

 

People forget that fighting devils is not so easy, especially for a man like Johnny, who thinks he can fight them with will and skill but not with faith. Johnny won that fight, and he took that golden fiddle, but a gift from the devil has a price, even if you win it fair and square.

 

Johnny said "Devil just come on back

If you ever want to try again

I done told you once, you son of a bitch

I'm the best that's ever been"

 

For more than a hundred years now Johnny’s been wandering this fine country, playing his golden fiddle and driving off devils and beasties of every description. Still, the devil keeps trying to catch Johnny with his guard down, to trick him or trap him and get back that golden fiddle. Johnny can’t turn to God now, not without repenting all the things he’s done, and he won’t bow down to the devil. Now one day you might meet a young man with an old man’s eyes, a wild man with a fiddle made of gold. On that day you might mind your manners, and you might say your prayers, because the devil is coming and no mistake. You stay close to that old man, and don’t you be afraid, because even now after all these years, he’s the best that’s ever been.

 

Fire on the mountain run boys run

Devils in the house at the rising sun

chicken in the bread pan picking out dough

Granny will your dog bite no-Child-no

Powers/Tactics: Without his fiddle, Johnny Dee is a fairly powerful occultist, though there are others who are far better. He has a great depth of knowledge, and can cast a wide range of effective minor charms, brew potions, and enchant minor items of magic. His charms further provide him with enhanced physical abilities, extraordinary luck and a nose for danger. With his fiddle, Johnny can become something more.

 

The fiddle will greatly enhance the magical powers of those that play it, if they have the skill to play it well. The player must pick a single spell (i.e. allocate VPP points for it), then play the fiddle to boost the energy available for the spell. Two phases of playing are generally enough. The extra power will fade after a few minutes.

 

Most of Johnny’s spells will follow a musical theme. Most often, he will play or sing a few bars of a favorite song to work his magic.

Campaign Use: Johnny makes for a challenging to play but entertaining PC in a 700+ point game, and can serve as an effective mentor or patron to a magic-based character in a 350 point game. Adventures using Johnny as an NPC should generally involve the theme of members of the descending hierarchy attempting to act in America. Note that the Devil may well be using Johnny; many of the occult foes Johnny has faced over the years have been those that the hierarchy was not displeased to see fall.Next Challenge: A violent Villain who could reform, and the plot seeds to get them there.
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Re: Character Posting Game.Pretty much a Deathstroke/Taskmaster hybridRenegade 13

Val Char Cost
30 STR 20
35 DEX 75
23 CON 26
13 BODY 6
18 INT 8
18 EGO 16
30 PRE 20
12 COM 1
6/16 PD 0
6/16 ED 1
7 SPD 25
11 REC 0
46 END 0
40 STUN 0
6" RUN02" SWIM06" LEAP0Characteristics Cost: 198
Cost Power END
15 Chainmail-reinforced Fatigues: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)
22 Combat Staff: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1), Limited Range (-1/4)
2u 1) Plasma-Shot: EB 10d6 (50 Active Points); OAF (-1), 12 Charges (-1/4), Limited Range (-1/4)
2u 2) Knockout Gas: EB 5d6, NND (+1) (50 Active Points); OAF (-1), Limited Range (-1/4), 12 Charges (-1/4)
40 Experienced Eye In Combat: Find Weakness 13- with All Attacks
30 Master Tactician: Luck 9d6 (45 Active Points); Limited Power Only for ambushes and escapes (-1/2)
27 Golden AutoLuger: RKA 2d6, Autofire (3 shots; +1/4), 4 clips of 16 Charges (+1/4), Armor Piercing (+1/2) (60 Active Points); OAF (-1), Limited Power not underwater (-1/4)
8 Advanced Radio Headset: HRRP (Radio Group) (12 Active Points); OIF (-1/2)
10 Combat Staff: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1)
Powers Cost: 156
Cost Martial Arts Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
8 +2 HTH Damage Class(es)
Martial Arts Cost: 31
Cost Skill
3 Acrobatics 16-
3 Analyze: Combat 13-
3 Breakfall 16-
3 Bribery 15-
3 Climbing 16-
3 Combat Driving 16-
3 Combat Piloting 16-
1 Computer Programming 8-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Demolitions 13-
3 Electronics 13-
3 Fast Draw 16-
3 Interrogation 15-
3 Lockpicking 16-
3 Mechanics 13-
3 Paramedics 13-
3 Persuasion 15-
3 Riding 16-
5 Rapid Attack (HTH)
5 Rapid Attack (Ranged)
3 Security Systems 13-
3 Stealth 16-
3 Streetwise 15-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 16-
3 Trading 15-
6 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH) 13-
3 Linguist
2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
1 2) Language: Cambodian (fluent conversation) (2 Active Points)
2 3) Language: Russian (fluent conversation; literate) (3 Active Points)
1 4) Language: Spanish (fluent conversation) (2 Active Points)
1 5) Language: Thai (fluent conversation) (2 Active Points)
3 Traveler
2 1) AK: Global Hot Spots (3 Active Points) 13-
2 2) AK: Middle East (3 Active Points) 13-
2 3) AK: Somalia (3 Active Points) 13-
2 4) AK: unlisted government facilities (3 Active Points) 13-
3 PS: Mercenary 15-
Skills Cost: 133
Cost Perk
4 Reputation: Extremely competent super-mercenary/bodyguard/assassin (A medium-sized group) 14-, +2/+2d6
7 Money: Wealthy
Perks Cost: 11
Cost Talent
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 13-
12 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 13-
3 Resistance (3 points)
Talents Cost: 36
Val Disadvantages
20 Hunted: The Program 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Team Justice 8- (Mo Pow, Harshly Punish)
10 Hunted: Other criminal agencies and governments 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Amoral (Common, Strong)
15 Physical Limitation: Missing an eye (additional -2 range penalty for per rolls and OCV) (Frequently, Greatly Impairing)
20 Psychological Limitation: Commitment to completing job (Common, Total)
15 Psychological Limitation: Love/hate relationship with family (Common, Strong)
10 Distinctive Features: silver eyepatch over left eye; silver braided hair; appears to be a fit 50 years of age; van dyke moustache (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: member of family 8- (Less Pow, Harshly Punish)
25 Enraged: Berserk when affected by hallucinogens (Uncommon), go 11-, recover 11-, Berserk
Disadvantage Points: 150

Base Points: 200Experience Required: 215Total Experience Available: 215Experience Unspent: 0Total Character Cost: 565

Height: 1.84 m Hair: silver
Weight: 95.00 kg Eyes: green (right eye only)
Appearance: muscular, lithe and silver-haired and fit for a man in his late fifties. Wade has many (now-faded)tattoos and scars that he picked up in his youth. He is also missing his left eye (long story).

 

Costume: dark-blue chainmail-reinforced fibers with battleship gray gloves,boots, and military-style utility-belt. His mask is hal-blue/half-gray and his AutoLuger and Combat Staff are uncharacteristically, a bright gold in color. Whether this is out of a sense of fashion, whimsy or tactics is unknown.

Personality: Consummate professional super-mercenary. Very well-regarded in the super-villain community and often used by master villains as a sounding board for their schemes.

 

Recently Wade has become a little more reckless of late and tends to take chances and risks that he normally wouldn't. This has not been noticed by his employers and peers, yet.

 

Situations where he's confronted by his personal life and family tend to disarm him and throw him off his game a little.

Quote:"Killing you will be business and a pleasure."Background: Renegade 13 was the code name assigned to Wade Stilson, one of the few successful surviving members of a top-secret super-commando program, herafter known as "The Program".

It's unclear whether Wade's amoral and nihilistic nature was why he was chosen for the program or whether it was a side effect of the "treatments".

At some point Renegade 13 and the Program had a break-up which led to Wade operating solo as a mercenary for hire.

For over 15 years, Renegade 13 built up his reputation as a super-mercenary villain, working for master-villains, criminal organizations, enemy countries and at least twice for the Program, the same agency that wants him dead. Along the way, Wade had a dalliance with a super-villainess and later found out that she gave birth to triplets, one of which became a super-villain and later died accidentally (although his death was still avenged by Wade, who killed the hero involved with his son's death), the other became a super-hero and the third was a daughter whom Wade was unaware existed until recently.

Powers/Tactics: Prefers to attack by ambush and usually with support. If working alone, Wade will close in with an opponent on the fringes of a battle and concentrate on that enemy until he's down and then move onto the next. If working solo, Wade will operate defensively and alternate opponents or engage a few at the same time, with the intent of distracting and delaying them until help arrives or his mission has been completed. If things start to become unsalvageable, Wade will attempt to escape.Campaign Use: Renegade 13 is a super-villain currently going through a mid-life crisis. disenchantment and boredom with his occupation as well as the startling revelation that he has a daughter, have caused him to rethink his future. He has been giving serious thought to either retiring to another country or negotiating a deal with PRIMUS that would provide him with amnesty for past crimes and protection for his daughter in return for working for them full time. Wade knows that this type of arrangement would probably not sit well with the hero-community, as he has been responsible for the deaths of three superheroes.For the next challenge, howsabout a character who is a homage to an obscure 70's character (like Omega The Unknown, Stalker or one of the old Atlas characters). I'd also like to request that the character not be one who has already been posted on this or another thread.
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  • 2 months later...

Re: Character Posting Game.

Pretty much a Deathstroke/Taskmaster hybridRenegade 13
Val Char Cost
30 STR 20
35 DEX 75
23 CON 26
13 BODY 6
18 INT 8
18 EGO 16
30 PRE 20
12 COM 1
6/16 PD 0
6/16 ED 1
7 SPD 25
11 REC 0
46 END 0
40 STUN 0
6" RUN02" SWIM06" LEAP0Characteristics Cost: 198
Cost Power END
15 Chainmail-reinforced Fatigues: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2)' date=' OIF (-1/2)
22 Combat Staff: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1), Limited Range (-1/4)
2u 1) Plasma-Shot: EB 10d6 (50 Active Points); OAF (-1), 12 Charges (-1/4), Limited Range (-1/4)
2u 2) Knockout Gas: EB 5d6, NND (+1) (50 Active Points); OAF (-1), Limited Range (-1/4), 12 Charges (-1/4)
40 Experienced Eye In Combat: Find Weakness 13- with All Attacks
30 Master Tactician: Luck 9d6 (45 Active Points); Limited Power Only for ambushes and escapes (-1/2)
27 Golden AutoLuger: RKA 2d6, Autofire (3 shots; +1/4), 4 clips of 16 Charges (+1/4), Armor Piercing (+1/2) (60 Active Points); OAF (-1), Limited Power not underwater (-1/4)
8 Advanced Radio Headset: HRRP (Radio Group) (12 Active Points); OIF (-1/2)
10 Combat Staff: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1)
Powers Cost: 156
Cost Martial Arts Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
8 +2 HTH Damage Class(es)
Martial Arts Cost: 31
Cost Skill
3 Acrobatics 16-
3 Analyze: Combat 13-
3 Breakfall 16-
3 Bribery 15-
3 Climbing 16-
3 Combat Driving 16-
3 Combat Piloting 16-
1 Computer Programming 8-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Demolitions 13-
3 Electronics 13-
3 Fast Draw 16-
3 Interrogation 15-
3 Lockpicking 16-
3 Mechanics 13-
3 Paramedics 13-
3 Persuasion 15-
3 Riding 16-
5 Rapid Attack (HTH)
5 Rapid Attack (Ranged)
3 Security Systems 13-
3 Stealth 16-
3 Streetwise 15-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 16-
3 Trading 15-
6 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH) 13-
3 Linguist
2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
1 2) Language: Cambodian (fluent conversation) (2 Active Points)
2 3) Language: Russian (fluent conversation; literate) (3 Active Points)
1 4) Language: Spanish (fluent conversation) (2 Active Points)
1 5) Language: Thai (fluent conversation) (2 Active Points)
3 Traveler
2 1) AK: Global Hot Spots (3 Active Points) 13-
2 2) AK: Middle East (3 Active Points) 13-
2 3) AK: Somalia (3 Active Points) 13-
2 4) AK: unlisted government facilities (3 Active Points) 13-
3 PS: Mercenary 15-
Skills Cost: 133
Cost Perk
4 Reputation: Extremely competent super-mercenary/bodyguard/assassin (A medium-sized group) 14-, +2/+2d6
7 Money: Wealthy
Perks Cost: 11
Cost Talent
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 13-
12 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 13-
3 Resistance (3 points)
Talents Cost: 36
Val Disadvantages
20 Hunted: The Program 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Team Justice 8- (Mo Pow, Harshly Punish)
10 Hunted: Other criminal agencies and governments 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Amoral (Common, Strong)
15 Physical Limitation: Missing an eye (additional -2 range penalty for per rolls and OCV) (Frequently, Greatly Impairing)
20 Psychological Limitation: Commitment to completing job (Common, Total)
15 Psychological Limitation: Love/hate relationship with family (Common, Strong)
10 Distinctive Features: silver eyepatch over left eye; silver braided hair; appears to be a fit 50 years of age; van dyke moustache (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: member of family 8- (Less Pow, Harshly Punish)
25 Enraged: Berserk when affected by hallucinogens (Uncommon), go 11-, recover 11-, Berserk
Disadvantage Points: 150

Base Points: 200Experience Required: 215Total Experience Available: 215Experience Unspent: 0Total Character Cost: 565

Height: 1.84 m Hair: silver
Weight: 95.00 kg Eyes: green (right eye only)
Appearance: muscular, lithe and silver-haired and fit for a man in his late fifties. Wade has many (now-faded)tattoos and scars that he picked up in his youth. He is also missing his left eye (long story).

 

Costume: dark-blue chainmail-reinforced fibers with battleship gray gloves,boots, and military-style utility-belt. His mask is hal-blue/half-gray and his AutoLuger and Combat Staff are uncharacteristically, a bright gold in color. Whether this is out of a sense of fashion, whimsy or tactics is unknown.

Personality: Consummate professional super-mercenary. Very well-regarded in the super-villain community and often used by master villains as a sounding board for their schemes.

 

Recently Wade has become a little more reckless of late and tends to take chances and risks that he normally wouldn't. This has not been noticed by his employers and peers, yet.

 

Situations where he's confronted by his personal life and family tend to disarm him and throw him off his game a little.

Quote:"Killing you will be business and a pleasure."Background: Renegade 13 was the code name assigned to Wade Stilson, one of the few successful surviving members of a top-secret super-commando program, herafter known as "The Program".

It's unclear whether Wade's amoral and nihilistic nature was why he was chosen for the program or whether it was a side effect of the "treatments".

At some point Renegade 13 and the Program had a break-up which led to Wade operating solo as a mercenary for hire.

For over 15 years, Renegade 13 built up his reputation as a super-mercenary villain, working for master-villains, criminal organizations, enemy countries and at least twice for the Program, the same agency that wants him dead. Along the way, Wade had a dalliance with a super-villainess and later found out that she gave birth to triplets, one of which became a super-villain and later died accidentally (although his death was still avenged by Wade, who killed the hero involved with his son's death), the other became a super-hero and the third was a daughter whom Wade was unaware existed until recently.

Powers/Tactics: Prefers to attack by ambush and usually with support. If working alone, Wade will close in with an opponent on the fringes of a battle and concentrate on that enemy until he's down and then move onto the next. If working solo, Wade will operate defensively and alternate opponents or engage a few at the same time, with the intent of distracting and delaying them until help arrives or his mission has been completed. If things start to become unsalvageable, Wade will attempt to escape.Campaign Use: Renegade 13 is a super-villain currently going through a mid-life crisis. disenchantment and boredom with his occupation as well as the startling revelation that he has a daughter, have caused him to rethink his future. He has been giving serious thought to either retiring to another country or negotiating a deal with PRIMUS that would provide him with amnesty for past crimes and protection for his daughter in return for working for them full time. Wade knows that this type of arrangement would probably not sit well with the hero-community, as he has been responsible for the deaths of three superheroes.For the next challenge, howsabout a character who is a homage to an obscure 70's character (like Omega The Unknown, Stalker or one of the old Atlas characters). I'd also like to request that the character not be one who has already been posted on this or another thread.[/quote']Quoted and text color changed so folks could see it.
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