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Help a brother out.


Enforcer84

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I need a Secret Id name for a villainess mastermind.

She's old money

She's brilliant (a tactician, not technician)

She has some of the highest tech known to the world at the time (she bought it)

 

Villainess Nomme De Guerre: The Night Wraith

 

I'd like her to have a nice old european name that exudes class and nobility.

With a dash of sinister...

any ideas?

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Re: Help a brother out.

 

Well, how about Duchess Henrietta Von Drotte?

 

No, seriously. She has all the required specks. I could certainly see her taking a Secret ID to be able to maneuver against her rivals in VIPER's Council of Thirty. And her "son" is the Dark Prowler, so calling herself "Night Wraith" wouldn't be much of a stretch.

 

Okay, probably not what you had in mind and not very helpful. :( I'll give it more thought after I've had some sleep.

 

(Still a cool idea, though.)

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Re: Help a brother out.

 

What kind of old money?

 

British or New England => hyphenated last names like Something-Smythe.

German => always Von Something or Von de Something.

French => something ending in -eaux or -les or -ies.

 

bigdamnhero

"No, *this* must be what going crazy feels like."

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Re: Help a brother out.

 

I like this one.

 

I'm not married to it...heh! Keep em coming!

 

But it's good.

A french name would have been good. I like the sound of them for the ladies.

Oh well, I'll post her up when I finish the write up.

 

French? Okay, how's this:

 

Adrienne DeRavenel.

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Re: Help a brother out.

 

To aid in the thought process... here's her character sheet.

basically a modified version of Marvel's current crimson cowl.

 

[b]Night Wraith III - [/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-
12    BODY     4   12      11-
25    INT     15   25      14-       PER Roll 14-
20    EGO     20   20      13-       ECV: 7
25    PRE     15   25      14-       PRE Attack: 5d6
12    COM      1   12      11-
8    PD       5   8/20             8/20 PD (0/12 rPD)
8    ED       4   8/20             8/20 ED (0/12 rED)
5    SPD     20   5                 Phases:  3, 5, 8, 10, 12
10    REC      6   10
40    END      0   40
40    STUN    10   40
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: 155[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
34     [b][i]Halloween Arsenal[/i][/b]: Multipower, 60-point reserve,  (60 Active Points); OIF (multiple OAFs; -1/2); all slots Range Based On Strength (-1/4) - END=
2u     1)  [b][i]Banshee Bomb[/i][/b]: Energy Blast 4d6, No Normal Defense (defense is Hearing Group Flash Defense; +1), Area Of Effect (4" Radius; +1) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
3u     2)  [b][i]Black Cat Bomb[/i][/b]: Darkness to Sight Group 6" radius, 8 Continuing Charges lasting 1 Turn each (+0) (60 Active Points); OAF (-1), Range Based On Strength (-1/4) - END=[8 cc]
2u     3)  [b][i]Devil's Pitchfork Darts[/i][/b]: Energy Blast 6d6, No Normal Defense (defense is rPD covering the entire body; +1) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
2u     4)  [b][i]Jack O'Lantern Bolos[/i][/b]: Entangle 5d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (56 Active Points); OAF (-1), 8 Charges (-1/2), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4) - END=[8]
2u     5)  [b][i]Jack O'Lantern Grenades[/i][/b]: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
2u     6)  [b][i]Phantom Gas Grenade[/i][/b]: Energy Blast 4d6, No Normal Defense (defense is Life Support [self-Contained Breathing]; +1), Area Of Effect (4" Radius; +1) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
2u     7)  [b][i]Skull Grenades[/i][/b]: Killing Attack - Ranged 2d6, Armor Piercing (+1/2), Explosion (+1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
1u     8)  [b][i]Vesperang[/i][/b]: Energy Blast 8d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On Strength (-1/4) - END=[1 rc]
1u     9)  [b][i]Vesperine Throwing Blade, Large[/i][/b]: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (+1/2), Ranged (+1/2) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On Strength (-1/4) - END=[1 rc]
1u     10) [b][i]Vesperine Throwing Blades, Small[/i][/b]: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Armor Piercing (+1/2), Autofire (5 shots; +1/2), Ranged (+1/2) (25 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Range Based On Strength (-1/4) - END=[6 rc]
2u     11) [b][i]Witch's Candle Grenade[/i][/b]: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
6     [b][i]Iron Will[/i][/b]: Mental Defense (18 points total) - END=0
12     [b][i]Night Wraith Armored Costume[/i][/b]: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
    Night Wraith's Cloak, all slots OAF (-1) - END=
12     1)  [b][i]Cloak Defense[/i][/b]: (Total: 30 Active Cost, 12 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1) (Real Cost: 6) [b]plus[/b] Lack Of Weakness (-6) for Normal Defense (6 Active Points); OAF (-1) (Real Cost: 3) [b]plus[/b] Lack Of Weakness (-6) for Resistant Defenses (6 Active Points); OAF (-1) (Real Cost: 3) - END=0
10     2)  [b][i]Cloak Razor Swipe[/i][/b]: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Limited Range (2"; -1/4) - END=0
15     3)  [b][i]Cloak Wings[/i][/b]: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) - END=0
10     4)  [b][i]Deflection[/i][/b]: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1) - END=0
5     5)  [b][i]Glider Cape[/i][/b]: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) - END=1
7     6)  [b][i]Manipulatory Cape[/i][/b]: (Total: 20 Active Cost, 7 Real Cost) Extra Limb (1) (5 Active Points); OAF (-1), Limited Manipulation (-1/4), Nonpersistent (-1/4) (Real Cost: 2) [b]plus[/b] Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Only With Extra Limb (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 5) - END=0
46     7)  [b][i]Teleportation Matrx[/i][/b]: (Total: 102 Active Cost, 46 Real Cost) Teleportation 10", Improved Noncombat Movement (x64), x8 Increased Mass, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OAF (-1) (Real Cost: 37) [b]plus[/b] Sight Group Flash 2d6, Reduced Endurance (0 END; +1/2), Area Of Effect (4" Radius; +1 1/4) (27 Active Points); OAF (-1), Linked (Teleportation) (-1/2), No Range (-1/2) (Real Cost: 9) - END=3
    Night Wraith's Mask, all slots OIF (-1/2) - END=
2     1)  [b][i]Armored Mask[/i][/b]: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) - END=0
23     2)  [b][i]Communications Suite[/i][/b]: High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-5 with High Range Radio Perception PER Rolls), Discriminatory, Analyze, Rapid:  x10, Telescopic:  +5 (35 Active Points); OIF (-1/2) - END=0
5     3)  [b][i]Mindshield[/i][/b]: +8 Mental Defense (18 points total) (8 Active Points); OIF (-1/2) - END=0
3     4)  [b][i]Nightsight Lenses[/i][/b]: Nightvision (5 Active Points); OIF (-1/2) - END=0
8     5)  [b][i]Parabolic Receiver[/i][/b]: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) - END=0
7     6)  [b][i]Sensory Protection[/i][/b]: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) - END=0
7     7)  [b][i]Sensory Protection[/i][/b]: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) - END=0
8     8)  [b][i]Telescopic Lenses[/i][/b]: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) - END=0
3     9)  [b][i]Thermalsight Lenses[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0

[b]POWERS Cost: 243[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Comic Book Martial Arts
8      1)  +2 HTH Damage Class(es)
4      2)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      3)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5      4)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
3      5)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4      6)  Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4      7)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3      8)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls

[b]MARTIAL ARTS Cost: 35[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
10      +2 with HTH Combat
20      +2 with Overall Level
3      Breakfall 13-
3      Bureaucratics 14-
3      Computer Programming 14-
3      Concealment 14-
3      Contortionist 13-
3      Criminology 14-
3      Cryptography 14-
3      Deduction 14-
3      Demolitions 14-
3      Disguise 14-
3      Electronics 14-
3      Forensic Medicine 14-
3      High Society 14-
3      Interrogation 14-
3      Mechanics 14-
3      Mimicry 14-
3      Oratory 14-
3      Paramedic 14-
3      Persuasion 14-
3      Scholar
2      1)  KS: Accounting/Bookeeping (3 Active Points) 14-
2      2)  KS: Business Development (3 Active Points) 14-
2      3)  KS: Business Law (3 Active Points) 14-
2      4)  KS: Business Management (3 Active Points) 14-
2      5)  KS: Criminal Psychology (3 Active Points) 14-
2      6)  KS: Criminal Underworld (3 Active Points) 14-
2      7)  KS: Dirty Politics (3 Active Points) 14-
2      8)  KS: Evidence Dispersal (3 Active Points) 14-
2      9)  KS: Finance (3 Active Points) 14-
2     10)  KS: International Business (3 Active Points) 14-
2     11)  KS: Market Analysis (3 Active Points) 14-
2     12)  KS: Organized Crime (3 Active Points) 14-
2     13)  KS: Smuggling (3 Active Points) 14-
2     14)  KS: Stock Brokering/Trading (3 Active Points) 14-
2     15)  KS: Superpowers (3 Active Points) 14-
2     16)  KS: The Black Market (3 Active Points) 14-
2     17)  KS: The Superhuman World (3 Active Points) 14-
3      Scientist
2      1)  SS:  Econmics 14- (3 Active Points)
2      2)  SS:  Mathematics 14- (3 Active Points)
1      3)  SS:  Medicine 11- (2 Active Points)
3      Security Systems 14-
3      Shadowing 14-
3      Stealth 13-
3      Streetwise 14-
3      Systems Operation 14-
7      Tactics 16-
3      Teamwork 13-
10      Two-Weapon Fighting (HTH) 
4      WF:  Common Martial Arts Melee Weapons, Common Melee Weapons

[b]SKILLS Cost: 171[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
15      Follower: James DuPree, gentleman servant
55      Family Mansion
15      Money: Family Fortune:  Filthy Rich
70      Vehicles: Supertransport
15      Reputation:  Criminal Master Mind (A large group) 14-, +5/+5d6
3      Well-Connected
5      1)  Contact:  Legitimate Businesses (Contact limited by identity: Only as Chelsea Arrowwood, Good relationship with Contact), Organization Contact (x3) (6 Active Points) 11-
6      2)  Contact:  Criminal Gadgeteer (Contact has very useful Skills or resources, Contact limited by identity: Only as Night Wraith, Good relationship with Contact) (7 Active Points) 14-
5      3)  Contact:  James Holt, Underworld Financier (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (6 Active Points) 11-

[b]PERKS Cost: 189[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)
3      Lightning Reflexes: +2 DEX to act first with All Actions
3      Resistance (3 points)

[b]TALENTS Cost: 12[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Hunted:  FBI 11-, As Powerful, NCI, Harshly Punish
15     Hunted:  The Champions 8- (Occasionally), More Powerful, Harshly Punish
20     Psychological Limitation:  Flamboyant, a true showman. (Very Common, Strong)
15     Psychological Limitation:  Pragmatic, Businesslike Common, Strong
20     Psychological Limitation:  Seeks to create a vast Criminal Empire, Megalomaniac Common, Total
10     Reputation:  Major League Supervillainess, Frequently (11-)
5     Rivalry:  Professional (The Black Unicorn (Sibling, rival Criminal Mastermind), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15     Social Limitation:  Secret Identity Frequently (11-), Major
30     Villain Bonus

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 455
Total Exp Available: 455
Exp Unspent: 0
Total Character Cost: 805



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Re: Help a brother out.

 

Mercedes means "mercy"

Isadora means "gifted with many ideas"

Cruz is "cross"

 

found at http://www.20000-names.com/

 

lots of names from many different national/racial origins... if you can wade through the advert pages and pop-ups...

 

__________________

Bill Beane

Wardens Chronicles - Champions Campaign - http://wardens.angeva.com

Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com

Wardens and Foundation Chronicles Updates - http://www.herogames.com/forums/showthread.php?t=29207

Wardens Chronicles Characters - http://www.herogames.com/forums/showthread.php?t=30260

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