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Mystical Hero Team Archetypes


Wolfjack

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There's a terrific thread already on the board regarding the creation of a New Circle that has a number of well-crafted characters on it. But I'd like to step back a bit and look at possible archetypes themselves and use them as springboards for individual characters. I'll be revitalizing this New Circle for use in my FTF campaign that is largely based on the Champions Universe with influences that stretch the usual gamut of comics, other games and my own wants.

 

This Circle will be based on the original of Aaron Allston's and will include The Master along with a now middle-aged and uncostumed Crusader. The Master rescued Sam Saunders from the depths of rage that he had sunk into in his war on crime, one that had removeded the line of distinction between himself and the criminals he fought. The Master, having turned his own path around after WWII, helped him find a certain peace.

 

Now, both are training their new set of recruits for what promises to be a war between the forces of light and dark. Now the question is... who are they?

 

Some archetypes I'm considering include:

 

- Classic Universal Film characters: these include mummies, patchwork mad scientist creatioons, werewolves, vampires, etc.

 

- Dimensional Wanderer

 

- Spellcaster

 

- The Night Stalker: Batman with hate-on for supernatural foes.

 

These are what I have so far. I could fill up a team with just these, but I'm looking for either twists on accpeted conventions or new archetypes altogether. Thanks in advance!!

 

Best... Lee

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Re: Mystical Hero Team Archetypes

 

One archtype I think you left out is Magical Creation that includes PC elementals, golems, and mudane people who have been changed by magic. This does overlap the others you listed. Elemantal creatures or their life source could come from another dimension. Frankenstien's monster is a flesh golem. Werewolves and mummies were once ordinary people until magic touched them. But I think it's still worth mentioning because it covers more. A mortal's soul transfered to a suit of armor, a person half-fused to a demon, etc. I am assuming dimensional wanderers include angels and devils.

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Re: Mystical Hero Team Archetypes

 

One archtype I think you left out is Magical Creation that includes PC elementals' date=' golems, and mudane people who have been changed by magic. This does overlap the others you listed. Elemantal creatures or their life source could come from another dimension. Frankenstien's monster is a flesh golem. Werewolves and mummies were once ordinary people until magic touched them. But I think it's still worth mentioning because it covers more. A mortal's soul transfered to a suit of armor, a person half-fused to a demon, etc. I am assuming dimensional wanderers include angels and devils.[/quote']

 

Great thought! I had been noodling around the idea of a golem, but left it off the list. But your thoughts on it certainly expand on the idea - I never considered a soul inhabiting a suit of armor.

 

I didn't actually consider angels or devils as dimensional wanderers, I was thinking more along the lines of a spellcaster from another dimension, ala anything written by Charles deLint, or even a gypsy like wanderer that has picked up magic and technological items in his/her journeys across time and space.

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Re: Mystical Hero Team Archetypes

 

I'm glad that The New Circle has a place in yoru campain. Is there a place for my babies' date=' The Black Tryangle?[/quote']

 

Heh... I take it they're part of the New Circle thread? Sorry, haven't read all of it. The idea of a revamped Circle has long hung in my brain, mostly because the characters that were in the original Organization book didn't really appeal to me. I started reading the New Circle thread, but just hadn't made it as afr as your contributions. Can you recap??

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Heh... I take it they're part of the New Circle thread? Sorry' date=' haven't read all of it. The idea of a revamped Circle has long hung in my brain, mostly because the characters that were in the original Organization book didn't really appeal to me. I started reading the New Circle thread, but just hadn't made it as afr as your contributions. Can you recap??[/quote']

 

Basicly, I will keep it short.

 

The (New) Circle = a magical Justice League.

The Black Tryangle = a magical Leagon Of Doom!

 

Nuff Said.

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First off, The Ultimate Mystic has a pretty good breakdown of the different types of mystic characters.

 

ha! got here before Lord Liaden, for once!

 

That said, the ones I see most often are:

 

- Supernatural Being (e.g., demon, angel, elemental. often embodied in or possessing a mortal host)

 

- Deity (e.g., Olympian or Aesir)

 

- Untrained mystic with "great potential"

 

- Pulpish mystic (e.g., with the "power to cloud men's minds")

 

- normal human imbued with mystic power from an enchantment or magical weapon.

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Wow! I didn't think I was going to suggest this one first: Reformed Big Bad. Sure, back in the day, you were all hot on the bloodletting and tormenting, but not any more. Now, for some reason (got a soul, or a curse or some other outside influence) you work for the side of Good, or at least the side of Good with a heavy dose of snark and naughtiness.

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Wow! I didn't think I was going to suggest this one first: Reformed Big Bad. Sure' date=' back in the day, you were all hot on the bloodletting and tormenting, but not any more. Now, for some reason (got a soul, or a curse or some other outside influence) you work for the side of Good, or at least the side of Good with a heavy dose of snark and naughtiness.[/quote']

 

 

I like this idea a lot... and motivation would be easy. The character could be considered evil but realize that the "other one" out there is REALLY EVIL. Its hard to run around being a bad-guy when there's no planet/civilization around to be bad on. Thanks!

 

Once I get the all concepts nailed, I'll post the list of them as an overview, then publish the characters individually.

 

Another idea I had was based on a character from an old V&V supplement called "Opponents Unlimited". The character is named Lodestone, with the ability to absorb magic into himself. The absorbation occurs over an area. Luckily the heroes are all NPC's - I wouldn't recommend this character in a PC group of mystrical heroes!

 

Best... Lee

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Re: Mystical Hero Team Archetypes

 

Wow! I didn't think I was going to suggest this one first: Reformed Big Bad. Sure' date=' back in the day, you were all hot on the bloodletting and tormenting, but not any more. Now, for some reason (got a soul, or a curse or some other outside influence) you work for the side of Good, or at least the side of Good with a heavy dose of snark and naughtiness.[/quote']

 

The anime vampire, Hellsing, joined the good-guys because the vampire population has exploded with wannabes, thrill-seekers, goth-extremists, and others not worthy of being a vampire (in his opinion). By working with the good-guys he gets to eliminate the undesireable vampires and get the support and protection of their organization. In doing so he's not hunted as much and gets a steady supply of blood from hospitals. So the Reformed Big Bad could just wise up and go to the winning side out of self-preservation or other ulterior motive. I suspect once the vampire population is back to normal, Hellsing will quit and go back to his ways.

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The anime vampire' date=' Hellsing, joined the good-guys because the vampire population has exploded with wannabes, thrill-seekers, goth-extremists, and others not worthy of being a vampire (in his opinion). By working with the good-guys he gets to eliminate the undesireable vampires and get the support and protection of their organization. In doing so he's not hunted as much and gets a steady supply of blood from hospitals. So the Reformed Big Bad could just wise up and go to the winning side out of self-preservation or other ulterior motive. I suspect once the vampire population is back to normal, Hellsing will quit and go back to his ways.[/quote']

Actually, his name's Alucard (Hellsing is the family/orgainization that he serves. Maybe.)

 

But he does make a good example of the Reformed Big Bad. Seras Victoria from the same serie makes a good example of 'normal changed by magic', too.

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This talk got me wondering, what happens if a robotist creates an advanced robot body and is able to give it life through the kaballist method of creating golems. Would it be a magical or technological being? (keep in mind the only thing magical about the now-sentient robot is its soul)

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Re: Mystical Hero Team Archetypes

 

What about an open-ended spell, a curse for instance, that incarnates into a human-like form to carry out its purpose (eg, rid the world of evil)?

 

An astral entity formed by a psychic crime victim's burning desire for justice?

 

A hero inhabited by a magical symbiote that allows him or her to feed on magic?

 

A scavenger, collector or trader who has acquired multiple interesting magical artifacts in order to be able to fight evil magic on equal terms.

 

I'm kind of straying from archetypes, though. What about a streetwise PI who has lots of connections and favors owed him in the Occult Underground? Sometimes the kind of favors you can cash in by calling a Name? Maybe he has some unusual mystical knack that makes him particularly useful (analytical Detect Magic, high defenses against magic, can Dispel Magic, is really lucky, etc.) to supernatural types. He could know a little magic himself, or rely on a kevlar vest, a heavy handgun, and his charm.

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This talk got me wondering' date=' what happens if a robotist creates an advanced robot body and is able to give it life through the kaballist method of creating golems. Would it be a magical or technological being? (keep in mind the only thing magical about the now-sentient robot is its soul)[/quote']

 

Strangely enough, in the first Hero game I ran, one of the PCs was this exact thing. A Golem created by high-ranking Kaballists in Israel out of Unobtanium. He was made to be a kind of Captain America for them.

He was considered both mystical _and_ technological.

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Re: Mystical Hero Team Archetypes

 

The Reluctant Mystic -- somebody who has power and sees the supernatural for what it is, but either doesn't want to get involved or is just plain scared.

 

The Weirdness Magnet -- (to paraphrase GURPS) somebody who may not have much in the way of special powers, but just keeps having weird stuff happen around them (alien abductions, magical accidents, miracles, bigfoot sightings).

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Re: Mystical Hero Team Archetypes

 

This talk got me wondering' date=' what happens if a robotist creates an advanced robot body and is able to give it life through the kaballist method of creating golems. Would it be a magical or technological being? (keep in mind the only thing magical about the now-sentient robot is its soul)[/quote']

 

You realy want to chose? It is two, two, two clasifications at once.

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Re: Mystical Hero Team Archetypes

 

It might be fun to create a team that consisted entirely of different sorts of magicians; an illusionist,someone who has to speak their spells/magic word aloud,one whose powers only effect non living objects, one who uses amystic artifact or someone like the old character "Sargon" who could mystically control anything that he had touched within a set period of time !

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Re: Mystical Hero Team Archetypes

 

Well, some of the ideas I was playing with in the New Circle -

 

The Changeling. Most traditional changeling stories have the "switched" child flee or switched back. The idea of the switched child becoming a champion makes a nice switch. (Legend)

 

The Obsessed Schollar / Monster Hunter. Van Hellsing and many classic Lovecraft characters fall into this category. The key point is that they use knowledge of the monster's weaknesses rather than raw strength to face the enemy. (Night Hunter)

 

The Prophet / Seer / Fortune Teller. Here again knowledge is the weapon, but this time its knowledge gained through intuition or mystic insight rather than study. (Always)

 

The Possessed. The character is either in a symbiotic relationship with, has been touched by, or is controlled by Something Else. (Athenian)

 

The Legacy. The character is the lates in a long line of magic touched heroes, and has the accumulated experience (and equipment) of her family to draw on. (The Light)

 

The mythical beast / outsider. The character is only passing for Human; her true origins are somewhere else. (Kanae, Silence, to some extent Legend)

 

The ghost / spirit / reincarnated one. The character is a ghost or spirit, or has the memories of someone who has passe. (Haunt, to some extent Silence)

 

The ordinary / extraordinary man. The character is a normal human who uses skills and courage to face the supernatural. (Oppenheimer, Boudicca)

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Re: Mystical Hero Team Archetypes

 

I wanted to thank everyone so far for their generous help and excellent ideas. I've narrowed down my options - while I already had some ideas germinating for a while, the suggestions so far gave me a chance to examine them under a different light and rethink the possibilities. In some cases, entirely new ideas have come up!

 

My plan is to have the final group consist of The Master (and I'll be using Oddhat's great write-up for that. Thanks!) as the overall group's spiritual leader. There are two teachers/mentors to the Circle's students. The first will be my Champs Universe version of a 55 year old Crusader, a man that the Master has helped out from under a dark and violent shadow. The second will be a new character, developed uinder the concept that was offered up of the "reformed" bad guy seeking redemption of some sorts. As a villian, he opposed the Bronze Age version of the Circle frequently.

 

The students of the Circle will number five, but I think right now I'm looking at six rough concepts. Maybe everyone here can help me narrow down the final five - regardless, I'll post the character names and a brief description of the concept and the archetype(s) that helped refine the idea. Once the list is complete, I'll begin to post the individual characters for (ouch!) critique.

 

Again, thanks to everyone for the their comments and suggestions. I've been in the advertising industry for 15 years and if there's one thing I've learned its that there are very few, if any, new ideas. Just great spins and takes on old ones. Speaking of which - Nexus' thread on which Age is preferred for gaming agve me an idea that I would also want to follow-up on: This new Circle is the third incarnation of the team, an Iron Age group. But who were the members of the Silver and Bronze Age teams and what happened to them?

 

Best... Lee

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Re: Mystical Hero Team Archetypes

 

Okay, here's the list! The Matser we've already covered. The two teachers are listed first followed by the five students. I've put the archetypes in beside their names, using the same language as those here that suggested them.

 

The Clockwork Man: Reformed Big Bad/Golem Archetype

To Klaus Eisenberg, it seemed like an eternity ago that was left for dead on a German battlefield during WWII, yet only yesterday he had woken up on a cold slab in an old stone castle. Metal and wire had replaced the skin and sinew that was missing and somehow his soul occupied a shell whose heart did not beat by normal means. Enraged and afraid, he murdered the crazed doctor that had given him life and fled into the night. Years later, as the Clockwork Man, Klaus used his mystical vitality and technomantic spells to wreck havoc on normal society. Seemingly immortal, Klaus eventually grew tired of his petty crimes of greed and attempts to gain power. Still bitter, but without purpose, Klaus was recruited by The Master to help train the third Circle incarnation. After all, there were greater evils in the world and, after all, what fun was it for Klaus to satisfy his carnal desires if civilization was utterly destroyed?

 

Crusader: The Ordinary/Extraordinary Man Archetype

A darker, more violent version of the Champions Universe character. For Crusdaer, the line between the hunter and the hunted became nonexistent and his impulsive and brutal crime fighting tactics were violation of the same laws he had sworn to protect. Rescued by The Master from himself, Sam Saunders has now found a sort of fragile peace – a peace he’ll kill to protect. As a graying and cynical 55 year-old man, Sam trains the Circle in the arts of war while struggling to help them keep a perspective on when a fight is actually necessary.

 

Lodestone: Legacy Hero/Monster Hunter/Weirdness Magnet

Megan Frey was an orphan – she never knew her mother and her father simply disappeared when she was six. She was taken in by relatives – literally and figuratively as they only wanted the inherited wealth that came with her. Strange things happened whenever she was around and Megan grew up isolated, alone and angry. At the age of 18, she discovered her father was a veteran of the Master’s second Circle incarnation, missing in action and presumed dead. She also discovered she had the strange ability to absorb magic. Not only did she attract the paranormal but, like a flame to a moth, she was dangerous to it as well. Hostile to an old man whose help she also desperately needed, Megan is a resolute, if unappreciative, student.

 

Tomcat: Classic Universal Film/Lycanthrope/Changeling

He had no idea if he didn’t possess a last name nor did he seem to need one. Tom just simply was and if he actually cared that he couldn’t recall his past, then he never let it show. The streets were a hard enough place to grow up on. He made a place for himself there, a young feral boy living at the edge of society and Tom was happy, after a fashion. The only problem was how he would lose all memory of the events for three nights of every month. He eventually came under the protective wing of The Master and has found a true home with the Circle. Discovering that he had the ability to change into a half-cat, half-human hybrid, Tom protects his newfound family with everything he’s got – except on the three nights of the full moon when he’s as much a danger to them as he is to everyone around him.

 

János: Dimensional Wanderer/Scavenger, Collector & Trader

János Markovic was more like the stereotype of a gypsy than what was truly representative of most of the Roma culture. He was a rebellious wanderer who was shunned by his own people in as much the same way that the Roma people had been persecuted by others. Even as a child, many believed that the boy was cursed – even as a bay he would disappear from his crib and be found mysteriously somewhere else. Shunned from his clan, János walked his own path and what a mavelous one it was, frequently taking him to realms and times far beyond our own. He has decided to settle for a bit and rest, using his talents to traverse space and time, skills as a tinker and the mastery of items he’s picked up here and there to help the Circle. Of course, he does wonder what’s just over that next hill…

 

Sympath(working name): Spellcaster/Unwilling Hero

Fate had a sense of humour when it granted the powers of natural magic on high-society model and party-girl Bethany Grant. She may seem shallow but always strives to do the right thing – including how better to use her magic in the fight on evil. Bethany is actually finding being a spellcaster kind of fun, though the some of the spells require her to pick up ingredients she’d rather not touch with her bare hands.

 

Epitaph: Ghost/Spirit of Vengeance

Still not sure where I’m going with this idea, other than to say the character will a true “Speaker of the Deadâ€, whether as a true ghost or a vengeful spirit seeking justice that can possess bodies or as a human host that is a vessel for spirits. But I sure like the name and what it means!

 

There you go! Any thoughts? Next, I'll start creating the Hero Designer files for each character and post them as I go.

 

Best... Lee

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Re: Mystical Hero Team Archetypes

 

Okay, here we go with the first character. I've decided to start with János, one of the more experienced and worldly of the New Circle. Let me know what everyone thinks while I figure out which one to do next.

 

[b]János - János Markovic [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15      12-       HTH Damage 3d6  END [1]
20    DEX     30   20      13-       OCV 7 DCV 7
20    CON     20   20      13-
15    BODY    10   15      12-
18    INT     8   18      13-       PER Roll 13-
15    EGO     10   15      12-       ECV: 5
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
20    COM     5   20      13-
6    PD      3   6             6 PD (0 rPD)
6    ED      2   6             6 ED (0 rED)
5    SPD     20   5                 Phases:  3, 5, 8, 10, 12
8    REC     2   8
40    END     0   40
33    STUN    0   33
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 128[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
41     [b][i]"I'll be there in a minute."[/i][/b]: Multipower, 41-point reserve - END=
4u     1)  [b][i]Teleportation[/i][/b]: Teleportation 20" (40 Active Points) - END=4
4u     2)  [b][i]Long-Range Teleportation[/i][/b]: Teleportation 13", Improved Noncombat Movement (x16) (41 Active Points) - END=4
4u     3)  [b][i]Group Teleportation[/i][/b]: Teleportation 13", x8 Increased Mass (41 Active Points) - END=4
49     [b][i]"It's just over the next hill..."[/i][/b]: Extra-Dimensional Movement (Any Dimension, Any Location), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4) (146 Active Points); No Conscious Control (-2) - END=15
21     [b][i]Magic Blade[/i][/b]: (Total: 93 Active Cost, 21 Real Cost) HKA 1 1/2d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (75 Active Points); Independent (-2), OAF (-1), STR Minimum (-1/2) (Real Cost: 17) [b]plus[/b] Penalty Skill Levels:  +6 vs. Hit Location modifiers     with All Attacks (18 Active Points); Independent (-2), OAF (-1) (Real Cost: 4) - END=0
10     [b][i]Magical Mail Jerkin[/i][/b]: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Independent (-2), OIF (-1/2) - END=0
11     [b][i]Amulet Of Warding[/i][/b]: FF (13 Mental Defense/13 Power Defense), Reduced Endurance (0 END; +1/2) (39 Active Points); Independent (-2), IAF (-1/2) - END=0
17     [b][i]"I've got that in a pocket here somewhere..."[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); OIF (-1/2); all slots Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u     1)  [b][i]Lead Weighted Sap[/i][/b]: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u     2)  [b][i]Throwing Stick[/i][/b]: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=[1 rc]
1u     3)  [b][i]Glowsticks[/i][/b]: Sight Group Images Increased Size (2" radius; +1/4), +4 to PER Rolls, 3 Continuing Fuel Charges lasting 5 Minutes each (refueled by recharging; +0) (27 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc]
1u     4)  [b][i]Flash Powder Packets[/i][/b]: Sight Group Flash 2d6 (10 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3]
1u     5)  [b][i]Herbal Medicine Kit[/i][/b]: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u     6)  [b][i]Bolos[/i][/b]: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3]
1u     7)  [b][i]Memory Mirror[/i][/b]: Eidetic Memory (5 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Visual Images Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u     8)  [b][i]Sharing Stones[/i][/b]: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u     9)  [b][i]Magic Seashell[/i][/b]: Eidetic Memory (5 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Sound Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u     10) [b][i]Cat's Eyes Lenses[/i][/b]: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 2) [b]plus[/b] +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 4) - END=0
1u     11) [b][i]Jars of Paint[/i][/b]: Cosmetic Transform 4d6 (normal person to normal person painted bright red, washing with vinegar), Partial Transform (transform damage determines how much body is covered by paint; +1/2) (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3]
1u     12) [b][i]Runic Ear Trumpet[/i][/b]: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u     13) [b][i]Fairie Dust[/i][/b]: Energy Blast 3d6, No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[6]
1u     14) [b][i]Vials of Darkness[/i][/b]: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -3/4), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc]
1u     15) [b][i]Weighted Thieve's Line[/i][/b]: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u     16) [b][i]Bottles of Greek Fire[/i][/b]: Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc]
1u     17) [b][i]Throwing Knives[/i][/b]: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (30 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[6 rc]
15     Luck 3d6 - END=0

[b]POWERS Cost: 193[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Brawling
4      1)  Eye Gouge:  1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
4      2)  Low Blow:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4      3)  Punch/Backhand:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5      4)  Roundhouse/Two-Fisted Smash:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3      5)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4      6)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
1      7)  Weapon Element:  Clubs
     Fencing
3      1)  Cut:  1/2 Phase, +2 OCV, +1 DCV, Weapon  Strike
4      2)  Disarm:  1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll
4      3)  Parry:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5      4)  Slash:  1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5      5)  Thrust:  1/2 Phase, +1 OCV, +3 DCV, Weapon  Strike
0      6)  Weapon Element:  Blades

[b]MARTIAL ARTS Cost: 46[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Breakfall 13-
3      Bribery 14-
3      Climbing 13-
3      Concealment 13-
1      Electronics 8-
3      Gambling 13-
3      Lockpicking 13-
3      Mechanics 13-
3      Persuasion 14-
2      PS: Tinker 11-
3      Riding 13-
3      Shadowing 13-
3      Sleight Of Hand 13-
3      Stealth 13-
3      Streetwise 14-
3      Trading 14-
3      Scholar
1      1)  KS: Arcane And Occult Lore (2 Active Points) 11-
1      2)  KS: Arcane And Occult Monsters (2 Active Points) 11-
1      3)  KS: Dimensional Lore (2 Active Points) 11-
2      4)  KS: Leatherworking (3 Active Points) 13-
1      5)  KS: Legendary Magic Items and Artifacts (2 Active Points) 11-
1      6)  KS: Legends And Lore (2 Active Points) 11-
2      7)  KS: Locksmithing (3 Active Points) 13-
1      8)  KS: Magical Devices and Artifacts (2 Active Points) 11-
2      9)  KS: Metal Fabrication (3 Active Points) 13-
1      10)  KS: Occult History (2 Active Points) 11-
1      11)  KS: Places of Mystery (2 Active Points) 11-
2      12)  KS: Tanner and Dyer (3 Active Points) 13-
1      13)  KS: The Mystic World (2 Active Points) 11-
2      14)  KS: Woodworking (3 Active Points) 13-
3      Linguist
1      1)  Language:  Cantonese (fluent conversation) (2 Active Points)
3      2)  Language:  English (completely fluent; literate) (4 Active Points)
2      3)  Language:  French (completely fluent) (3 Active Points)
2      4)  Language:  Latin (fluent conversation; literate) (3 Active Points)
0      5)  Language:  Romany (idiomatic; literate) (5 Active Points)
2      6)  Language:  Russian (fluent conversation; literate) (3 Active Points)
2      7)  Language:  Spanish (completely fluent) (3 Active Points)

[b]SKILLS Cost: 82[/b]


[b][u]Cost[/u]   [u]TALENTS[/u][/b]
20      Universal Translator 13-
6      Combat Luck (3 PD/3 ED)

[b]TALENTS Cost: 26[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Enraged:  if any woman is struck or accosted (Uncommon), go 11-, recover 11-
15     Hunted:  Assassin 11- (As Pow, Harshly Punish)
15     Hunted:  Wizard 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15     Psychological Limitation:  Curious (Common, Strong)
15     Psychological Limitation:  Doesn't let anyone get too close  (Common, Strong)
15     Psychological Limitation:  Calm and never in any hurry (Common, Strong)
5     Social Limitation:  Frowned upon by some for his Romy heritage (Occasionally, Minor)
10     Social Limitation:  Immigration status iffy at best (Occasionally, Major)
15     Unluck: 3d6
10     Vulnerability:  2 x STUN attacks where János's True Name is known (Uncommon)
10     Vulnerability:  2 x BODY attacks where János's True Name is known (Uncommon)
10     Vulnerability:  2 x Effect attacks where János's True Name is known (Uncommon)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 125
Total Exp Available: 125
Exp Unspent: 0
Total Character Cost: 475



 

Background/History

János Markovic never knew his father but there were many who had an opinion on the subject, speculation ranging from the men of the clan to an itinerant outsider to the devil himself. Only his mother knew for sure and she would never say. But all agreed the boy was cursed – he would disappear from his crib and suddenly appear, crying, in someone else’s home. But they were tolerated as the villagers curried the favor of her second sight as much as they feared her. They grew up apart from the others and János learned to enjoy his own company, wandering the countryside day and night and discovering many great wonders. Yet when he would tell others, they would simply shake their heads and walk away. Only his mother understood and he loved her fiercely, frequently getting into fights with the other Roma children when they taunted her.

 

Time passed and János grew older, as did his mother until the day she passed unexpectedly, taking with her the secret of who had been his father. Her only parting gift was an amulet, one that offered him a measure of protection from those that would try and hurt his spirit. Understanding that his mother had been the only tie to bind him to the village, János took up the same call that had moved many of his gypsy brethren and rambling afar, first through the Balkans, then across Europe, into Asia and subsequently… beyond.

 

János has picked up a number of things, both figuratively and literally on his journeys, He also discovered he had an innate talent for languages and learning the intricacies of what is appropriate with others. He’s also had to learn how to fight to protect him from the situations where his charm, a well-timed bribe or simply a gift of one of his crafts, could have otherwise normally gotten him out safely.

 

After a particularly harrowing time in a magical dimension, János has decided to make the city his home for a time. Encountering Tomcat and Lodestone while stopping a mugger, he was persuaded to meet the Master and was invited to stay for a while. The Circle and the adventures they undertake are an interesting balm for his normally itchy wanderlust. He’s also learned that there’s safety in numbers since a certain wizard is quite anxious to retrieve a certain sword that János… acquired while in the sorcerer’;s dimension.

 

Personality/Motivation

János likes to be social with everyone he meets, but a perceptive person will soon notice that János asks all the questions and answers very few of his own. This enables him to be companionable while still managing to keep those around him at arm’s length. Reared to be chivalrous, the women of the Circle have taught him that the fairer sex is more than capable of taking care of themselves. He is still a gentleman and will hold the door open for any woman but he’ll also fly off into a rage whenever someone dares strike a lady.

 

János moves at his own pace and is quite curious; both traits have gotten him into a variety of trouble. He always seems to be in the wrong place at the wrong time or, as luck would have it, in the right place at the right time. But János isn’t lazy; he simply understands that fate moves at its own speed, so why rush it? After all, you might miss something along the way.

 

Quote

“I wonder where that door goes?â€

 

Powers/Tactics

János is an accomplished combatant but he’s rarely had to stand his ground and fight. Being with the Circle has changed things, but luckily he’s picked up a few tricks in his travels. János can teleport at will, but his extra-dimensional movement is another story. He can’t control it and he never knows where it’s going to take him. When the mood strikes him that its time to move on, he simply does. It might be an hour, a day or even a week; he could be walking down a hall or along a wooded path or merely pass through a door and suddenly he’ll simply be somewhere else.

 

János carries a number of items throughout the many pockets he has sewn into his clothes, although it does take him a minute to remember which pocket it’s in.

 

Campaign Use

János can be available in case the players need to get somewhere unusual, they just shouldn’t count on when or if they’ll get there. Of course, since the extra-dimensional movement is “No Conscious Controlâ€, it’s really up to the GM. A wizard in another dimension is quite anxious to get his hands on János, the sword that he borrowed apparently is more powerful than the young gypsy realizes. While the wizard’s efforts are hampered by being in another dimension, he’s hired an assassin, a fellow dimensional traveler with a penchant for magic and technology, to strike at János, a skilled combatant who has tracked him to Earth. And he’s not just doing this for the money. János robbed him of an eye in their last encounter, so now it’s personal.

 

According to myth, a gypsy is given a True Name at birth by his or her mother. Anyone that knows a gypsy's true name has great power over that person; János is particulalry vulnerable to anyone that should learn his.

 

Appearance

János prefers flamboyant clothes but not because of any particular fashion statement. He’s making a conscious effort to redirect attention from him to something superficial about him. Rather than looking like an escapee from a Renaissance fair, his lean frame is often draped in the latest styles though he believes in not standing out too much.

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Re: Mystical Hero Team Archetypes

 

Great stuff! I can really picture János from the writeup. Looking forward to the rest of the group, particularly Sympath & Epitaph. A few thoughts about János:

 

If his XDM is regular vanilla No Concious Control, why would his team ever use it? Logically it would only lead to a Sliders campaign. If János has some reason to believe he "goes where he's needed", but doesn't have a clue where that might be, I'm thinking the limitation should be less. Also, why the Continuous? I'm guessing you're going for a Princes of Amber kind of deal, where as he walks, he shuffles through realities 'til he finds one that looks good. But you can do that anyway without Continuous, and he can spend more than one phase checking the places out.

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Re: Mystical Hero Team Archetypes

 

Interestingly enough, DC Comics is doing a miniseries called Days of Vengeance featuring the following heroes:

 

Night Master- A demon hunter with chainmail and a magic sword

Blue Devil- A stunt-man whose high-tech body-amor is magically fused to his body and became a devil with the power to banish demons back to hell.

Rag Man- A hero who can imprison evil people in the patches on his costume and call upon them to grant him greater strength and agility (and as a result the souls pay penance).

Nightshade- Mystic spy who controls shadow

Detective Chimp- (no... I'm not kidding) a super intelligent (and nearly immortal) simian detective.

Enchantress- A traditional sorceress who, when she uses too much power, goes nuts and becomes a villain.

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