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The Defilers


OddHat

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Brother Normal

 

Hate

 

The Dragon King

 

Grandmother Mountain

 

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

 

World Class villain teams in the comics, and in the CU, tend to be Americans, or Aliens. I've always thought the CUs most interesting exception was Eurostar, though individual master villains from here and there have shown promise.

 

What if one of the most powerful villain teams in the world were based in Asia? A threat that has kept the Tiger Squad locked in a struggle to preserve China and the world, a threat that the heroes of Japan, Australia, and India can barely contain?

 

When your heroes finally step out onto the world stage, what if they must face that threat?

 

A master of magic, an unstopable beast, a king long forgotten, and a fallen herald of the world's doom. The Defilers.

 

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Inspirations for this team include the Defenders (an old favorite from Marvel), and Mike Surbrook's Asian Bestiaries I and II.

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Characters in this thread:

Hate, aka Iiyu Garu - Hulk tribute, a small, beautiful monster.

The Dragon King, aka Ryujin- Namor Tribute, a lost king in the modern world

The Dragon King's Dragon Form

 

Grandmother Mountain, aka Yama Oba - Silver Surfer tribute, fallen herald of the destroyer of worlds

 

Brother Normal, aka Seiarakan, aka Seijyo Arakan- Doctor Strange tribute, Master of the Mystic Arts and the man who would be Emperor

 

Lower Powered Characters in this thread:

Death Eagle - The detective and street muscle of the Defilers. Nighthawk homage.

 

Dream Cat - Spy and occasional assassin, as well as the Defilers woman in the media. Hellcat tribute.

 

Death Angel - Enforcer, assassin, lover of the Dragon King. Valkyrie tribute.

 

Devil Rider - Messenger, street muscle, courier, killer. Ghost Rider tribute, and master of the Hell Cycle.

 

The Prince of Green Bat - Mad killer, expendable high power operative. Moon Knight and Batman Family tribute.

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Plot Seeds:

 

Hate Plot Seeds

 

Dragon King Plot Seeds

 

Grandmother Mountain Plot Seeds

Brother Normal Plot Seeds

A note on the Japanese and Chinese Hells - Just some notes on the hows and whys of Hell from the point of view of Chinese and Japanese popular myth.

 

The Prince of Green Bat Plot Seeds

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Re: The Defilers

 

Iiyu Garu, one of Earth's deadliest monsters, vicious, cruel and almost unstoppable by direct means. When the Defilers need direct force, they call upon the power of Hate. I'm fairly happy with her, but I may change her origin story to active voice.

 

Feedback appreciated.

 

HATE / IIYU GARU

Val Char Cost Roll Notes

120 STR 110 33- Lift 419.4ktons; 24d6; [12]

30 DEX 60 15- OCV 10 DCV 10

43 CON 66 18-

20 BODY 20 13-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

30 PRE 20 15- PRE Attack: 6d6

30 COM 10 15-

 

24/40 PD 0 Total: 24/40 PD (0/16 rPD)

10/26 ED 1 Total: 10/26 ED (0/16 rED)

5 SPD 10 Phases: 3, 5, 8, 10, 12

33 REC 0

86 END 0

102 STUN 0 Total Characteristic Cost: 311

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 30" / 60"

 

Cost Powers END

Yokai Nature

120 1) Hate Feeds on Pain: (Total: 120 Active Cost, 120 Real Cost) Energy Damage Reduction, Resistant, 75% (Real Cost: 60) plus Physical Damage Reduction, Resistant, 75% (Real Cost: 60) 0

48 2) No Weapon Forged By Man: Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); Does Not Prevent Penetration Power loses about a fourth of its effectiveness (-1/4) 0

18 3) Hate Sustains Me: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0

50 4) Hate is forever: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0

20 5) Hate is unchanging: Power Defense (20 points) 0

20 6) Can you read my mind?: Mental Defense (23 points total) 0

55 7) Please Read My Mind: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Persistent (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1), Continuous (+1) (82 Active Points); Always On (-1/2) 0

28 8) Swift Hate: Leaping +6" (30" forward, 15" upward) (Accurate), Variable Advantage (+1/4 Advantages; Common Advantages include Usable as Flight, Reduced End, and Megascale; +1/2) (28 Active Points) 3

22 9) Hate Will Find You: Detect Hate 15- (Unusual Group), Range, Sense, Targeting Note: GM's call as to who is free of hate. Generally, only those without emotions or with genuine innocence and/or saintly personalities, as reflected by psych limits, should be undetectable. 0

51 10) Hate is everywhere: Shape Shift (Sight, Hearing and Touch Groups, Any humanoid), Imitation, Instant Change, Costs END Only To Change Shape (+1/4) (51 Active Points) 4

22 11) Hate Speaks All Languages: Universal Translator 20- (27 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only human languages; -1/4)

 

 

Skills

3 Scientist

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

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

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

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

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

3 Paramedics 13-

0 Language: Japanese (idiomatic; literate) (5 Active Points)

Seductive Hatred

3 1) Persuasion 15-

3 2) Acting 15-

3 3) Seduction 15-

3 4) Conversation 15-

3 5) Interrogation 15-

3 6) Oratory 15-

3 Streetwise 15-

The Power of Hate

30 1) +6 with HTH Combat

5 2) Rapid Attack (HTH)

10 3) Two-Weapon Fighting (HTH)

3 4) Breakfall 15-

 

 

Total Powers & Skill Cost: 539

Total Cost: 850

 

700+ Disadvantages

10 Psychological Limitation: Extraordinarily Vain (Common, Moderate)

10 Psychological Limitation: Cannibal, enjoys eating humans, preferably alive (Common, Moderate)

15 Psychological Limitation: Enjoys playing with interesting prey (Very Common, Moderate) Note: With more virtuous or otherwise interesting prey, Hate prefers ruining lives and destroying families before actually killing her victim. In combat, she may prefer torture and humiliation to the quick kill.

15 Psychological Limitation: Can not make herself directly physically harm any person free from Hate (Uncommon, Total)

25 Enraged: Berserk In Combat (Common), go 8-, recover 11-

10 Hunted: Japanese Monster Hunters 8- (Less Pow, NCI, Harshly Punish)

15 Hunted: Mystic Super Team 8- (Mo Pow, Harshly Punish)

15 Reputation: Powerful Yasha and one of Japan's deadliest Super Criminals, 11- (Extreme)

15 Physical Limitation: Can not pass certain talismans, can not violate certain rituals (Infrequently, Fully Impairing) Note: KS: Japanese Supernatural Monsters or Japanese Magic may reveal knowledge of the rituals needed to battle the Yasha.

10 Distinctive Features: Evil Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) Note: Mystics, those who can sense Chi, those with Aura Sight, and those with the appropriate KS will recognize Iiyu Garu as a Yasha, a form of Japanese Vampire.

10 Distinctive Features: Inhuman Beauty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Note: When not disguising herself with shape shifting, Iiyu Garu's skin is porcelain white, her hair perfectly black, her features impossibly regular. This tends to inspire both fear and lust.

0 Experience Points

 

Total Disadvantage Points: 850

 

Background/History: Chikako Ikeda knew she had a special destiny. Brilliant, well spoken, a hard worker, she survived years of bullying in the knowledge that one day she would prove herself.

 

No friends for Chikako, no lovers, no drunken nights. Her life was work and study. Medicine was her chosen field. She would become a doctor, a healer. She would make her mark.

 

At twenty she became the youngest female graduate ever of Tokyo Medical University. Her mentor, Doctor Kawaguchi, gave her a place on his research team. She could not have been more proud. She was making her mark.

 

Doctor Kawaguchi claimed credit for her work. When she confronted the board, Kawaguchi falsified records, made her look like a liar and a plagiarist. Her career was in ruins before it began.

 

She confronted Kawaguchi one last time, face to face. He invited her into his office. He answered her accusations with mocking laughter, her blows with a beating, and with rape.

 

No one would listen. No one believed.

 

On September 13, 2003. Chikako committed suicide in Doctor Kawaguchi's office. The thing Kawaguchi found the next morning, the thing that killed him, was no longer human.

 

She was iiyugaru. Iiyu Garu.

 

She was Hate, and she would make her mark.

 

Personality/Motivation: Iiyu Garu retains very little of the woman she once was. Her nervous reserve has been replaced with an overt sensuality, her distant kindness with intimate cruelty. Left on her own, she would entertain herself by destroying men one at a time, ruining their marriages, careers and reputations before finally killing them. She has no wish to rule or destroy the world; these things would rob her of her greatest pleasures.

 

Under the influence of the Defilers, Iiyu Garu has found a level of trust and easy companionship that she never knew in life. She is pleased by Brother Normal's flattery and attention, and respects his not inconsiderable power. Grandmother Mountain has become almost a second mother to Iiyu, and the Dragon King an older brother to be relied on.

 

Iiyu Garu has her family, and her calling. She is content.

 

Quote: Your lover was sweet. Delicious.

 

Powers/Tactics: Iiyu Garu can be quite subtle when infiltrating an organization or hunting choice prey. With her skills and powers she can quickly take on and shed new identities as needed, though due to her vanity these identities will almost always be those of profoundly attractive women. With social skills alone she can gain a great deal of information and cause considerable damage. She is fond of playing the innocent, or even the damsel in distress.

 

When feeding, she will generally break her prey's arms and legs while avoiding damaging the spine. She will keep the prey alive and conscious as long as possible.

 

In open combat, Hate is a nightmare. Difficult to seriously harm with direct attacks, highly resistant to psychic assaults, and one of the strongest creatures on the planet. While she prefers to play with her target, when seriously threatened she will respond with a sweep, a grab and squeeze or throw, or against large opponents a move through. She will run into END usage problems if driven to use multiple sweeps in a combat; triggering her berserk and hoping to survive until she knocks herself out is one (probably suicidal) way to stop her.

 

Like all Yasha, Iiyu Garu is repelled by certain talismans and rituals, though nothing stops her from throwing a building at an overconfident mage who thinks himself safe in a magic circle. Atypically, Iiyu Garu can not bring herself to harm a person who is truly free from hate. If she fails to detect hate, she will generally ignore a potential target. Unfortunately, very few humans can claim to be truly free from hate.

 

Campaign Use: Be very careful when choosing to use Hate in a campaign. She is a potential killer of DNPCs and PCs, and is meant to be one of the toughest bricks in a given setting.

 

Within the Defilers, Hate fills the Hulk's role as an almost unstoppable force. She can also be used to infiltrate and manipulate groups quite effectively with only limited use of magic. Finally, her scientific expertise is of considerable value to the group.

 

To weaken Hate, reduce her Strength and Constitution, and drop her combat skill levels, rapid attack and two weapon fighting. Note that she is meant to be a world class brick; don't drop these too low.

 

To make her more powerful, add a Brick Tricks VPP. Her lack of such a pool and lack of ability to affect desolidified characters is currently an intentional check on the character.

 

Appearance: In her natural form, an eerily beautiful Japanese woman, with inhumanly perfect facial features, porcelain white skin, dead black eyes and night black hair. Using her shape changing, she can assume almost any human form.

 

Character by Robert Dorf, 2006. Inspired by Mike Surbrook's Yasha and Marvel Comics Hulk.

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Re: The Defilers

 

Im fine with the 120 str ( Red end), 15 ego and 43 con ?

 

45 ego 60 con, Its a personification i cant seeing it have less ego than my milkman (hes tough).

 

An epic vilain while not stupidly overwhelming, though i wonder about dex 30? why?

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Re: The Defilers

 

120 STR? :nonp:

 

Nothing is stronger than Hate. ;)

 

As the design notes say, she's a world class brick, a nightmare for your characters. At 850 points, she's at the far end of Supers in my campaign. However, if you need her to be weaker, reduce her STR to the level you use for your campaign's strongest bricks.

 

Im fine with the 120 str ( Red end), 15 ego and 43 con ?

 

45 ego 60 con, Its a personification i cant seeing it have less ego than my milkman (hes tough).

 

An epic vilain while not stupidly overwhelming, though i wonder about dex 30? why?

 

She doesn't have Reduced END as a check on her rampages. At 12 END per phase with an END of 86, SPD 5, REC 33, she starts to exhaust herself and (if Berserk) take Stun after two turns, or one Turn if doing Move Throughs and Sweeps. On the other hand, with 120 STR and 34d6 Move Through, most areas or enemies will be completely destroyed long before then. If she stays in control of herself she can take a few phases to recover and keep fighting as long as she needs to.

 

Her EGO is only 13, better than an average human but not Metahuman, because she's meant to lack self control. Her Mental Def and Mental Damage Shield represent how difficult it is for anyone else to control her. However, a powerful or self sacrificing mentalist could take her out; that's another check on the character.

 

Dex 30 and 6 HtH levels allow her to fight superbly well when not Berserk, and make her almost impossible to avoid save by the best Martial Artists or Speedsters when in a rage. From a concept point of view, she is supernaturally swift. Dex and HtH levels can be cut to match your campaign, but her final OCV should still be near your campaign's top limit.

 

Thanks for the feedback.

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Re: The Defilers

 

But yeah Oddhat my friendly advice would be to raise that EGO a tad.

:thumbup:

 

Fair enough, and every campaign is different. :)

 

From my point of view, her EGO is higher than most normals, and she has 23 Mental Defense, giving her an effective EGO of 36 vs attempts at mind control or telepathy. Further, her "Please Read My Mind" damage shield will inflict a 1d6 killing attack every phase on any mentalist who tries to keep in contact with her; if the mentalist doesn't have resistant Mental Def, he'll be in serious trouble. She still remains more vulnerable to Mentalists than to most other characters, in order to leave her vulnerable to something.

 

A GM who wished to remove that vulnerability could certainly raise her EGO.

 

Again, thanks for the feedback.

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Re: The Defilers

 

Would she be vulnerable to someone (a sentient machine perhaps) who's cold and dispassionate but has no hatred?

 

GM's call. By her psych limits, she would not be able to directly harm such a character, so long as it's a "person", and her Detect would not be able to locate him. You'd need something like "Phys Limit: No Strong Emotions". I don't think she could harm the Vision (70s version), but she could smash non-sentient robots all day.

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Re: The Defilers

 

Nothing is stronger than Hate. ;)

 

As the design notes say, she's a world class brick, a nightmare for your characters. At 850 points, she's at the far end of Supers in my campaign. However, if you need her to be weaker, reduce her STR to the level you use for your campaign's strongest bricks.

 

 

 

She doesn't have Reduced END as a check on her rampages. At 12 END per phase with an END of 86, SPD 5, REC 33, she starts to exhaust herself and (if Berserk) take Stun after two turns, or one Turn if doing Move Throughs and Sweeps. On the other hand, with 120 STR and 34d6 Move Through, most areas or enemies will be completely destroyed long before then. If she stays in control of herself she can take a few phases to recover and keep fighting as long as she needs to.

 

Her EGO is only 13, better than an average human but not Metahuman, because she's meant to lack self control. Her Mental Def and Mental Damage Shield represent how difficult it is for anyone else to control her. However, a powerful or self sacrificing mentalist could take her out; that's another check on the character.

 

Dex 30 and 6 HtH levels allow her to fight superbly well when not Berserk, and make her almost impossible to avoid save by the best Martial Artists or Speedsters when in a rage. From a concept point of view, she is supernaturally swift. Dex and HtH levels can be cut to match your campaign, but her final OCV should still be near your campaign's top limit.

 

Thanks for the feedback.

 

 

I see I read over somehow the 23 Mental Defense power. Guess since it was all on one line. :o But after reading that, the character makes more since. 36 is more realistic for Hate than 13.;) My bad.

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Re: The Defilers

 

Lost king in the modern world.

 

THE DRAGON KING (HUMAN FORM)

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6; [5]

25 DEX 45 14- OCV 8 DCV 8

33 CON 46 16-

20 BODY 20 13-

25 INT 15 14- PER Roll 14-

25 EGO 30 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

20 COM 5 13-

 

20/40 PD 10 Total: 20/40 PD (0/20 rPD)

20/40 ED 13 Total: 20/40 ED (0/20 rED)

5 SPD 15 Phases: 3, 5, 8, 10, 12

20 REC 6

66 END 0

62 STUN 0 Total Characteristic Cost: 265

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 25" / 50"

 

Cost Powers END

Martial Arts: Dragon Style Kung Fu

Maneuver OCV DCV Notes

5 1) Block +1 +3 Block, Abort

4 2) Disarm -1 +1 Disarm; 90 STR to Disarm roll

4 3) Escape +0 +0 95 STR vs. Grabs

5 4) Flying Kick +1 -2 20d6 Strike

3 5) Joint Lock/Grab -1 -1 Grab Two Limbs, 90 STR for holding on

4 6) Punch +0 +2 18d6 Strike

3 7) Throw +0 +1 16d6 +v/5, Target Falls

4 8) Dragon Claw +0 +0 20d6 Crush, Must Follow Grab

4 9) Uproot/Sand Palm +0 +0 95 STR to Shove

 

24 10) +6 HTH Damage Class(es)

40 Dragon Style Mastery: Find Weakness 15- with Martial Arts 0

60 Son of the Ocean: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0

50 Master of Air and Sea: Leaping +15" (25" forward, 12 1/2" upward) (Accurate), Variable Advantage (+1/2 Advantages; Usable as Flight, Swimming, Running, Megascale, Red END, etc; +1) (50 Active Points) 5

24 Draconic Nature: Life Support (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0

25 Dragons Forever: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0

60 Dragon's Hide: Armor (20 PD/20 ED) 0

10 Dragon's Mind: Mental Defense (15 points total) 0

15 Dragon's Will: Power Defense (15 points) 0

32 Dragon's Eyes: (Total: 32 Active Cost, 32 Real Cost) Infrared Perception (Sight Group) (Real Cost: 5) plus Ultraviolet Perception (Sight Group) (Real Cost: 5) plus +24 versus Range Modifier for Normal Sight (Real Cost: 12) plus Sight Group Flash Defense (10 points) (Real Cost: 10) 0

 

 

Perks

10 Money: Wealthy

2 Fringe Benefit: License to practice a profession, Passport

 

 

Talents

3 Lightsleep

3 Bump Of Direction

20 Universal Translator 14-

 

 

Skills

60 +6 Overall

12 +4 with Martial Maneuvers

2 PS: Antiquities Dealer 11-

3 Traveler

2 1) AK: Asia (3 Active Points) 14-

2 2) AK: Mystical Places (3 Active Points) 14-

2 3) AK: The World's Oceans (3 Active Points) 14-

3 Scholar

2 1) KS: Arcane & Occult Lore (3 Active Points) 14-

2 2) KS: Art and Antiquities (3 Active Points) 14-

1 3) KS: Chinese History (2 Active Points) 11-

2 4) KS: Dragon Lore (3 Active Points) 14-

2 5) KS: Secret History (3 Active Points) 14-

1 6) KS: The Art and Antiquities World (2 Active Points) 11-

3 Concealment 14-

3 Persuasion 15-

3 Stealth 14-

3 High Society 15-

3 Trading 15-

10 Defense Maneuver I-IV

 

 

Total Powers & Skill Cost: 535

Total Cost: 800

 

700+ Disadvantages

15 Psychological Limitation: Overconfidence Very Common, Moderate

15 Psychological Limitation: Cruel, Views humans as toys, pets, or pests (Very Common, Moderate)

10 Psychological Limitation: Lost and without direction (Common, Moderate)

10 Psychological Limitation: Bored, seeks entertainment (Common, Moderate) Note: The Dragon King may let foes live just for their entertainment value

15 Hunted: Asian Occult Groups 8- (As Pow, NCI, Capture)

15 Hunted: Asian Law Enforcement and Super teams 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Reputation: Supernatural Threat, Last of the Active Great Dragons in the material world, 11- (Extreme; Known Only To The Mystic World and some Super Teams)

10 Social Limitation: Maintains seret ID as Liang Wang, Antiquities Dealer (Occasionally, Major)

0 Experience Points

 

Total Disadvantage Points: 800

 

Background/History: -----From a recording made by Jen Wang, Paranormal Researcher, used here with the kind permission of the Wu Foundation-----

 

That you found me at all is impressive, little thing. Yes, I'll tell you my story. My people's story. Start your machine.

 

In a time when your remote ancestors were not yet primates, my people had long been great. Raised above our cousins by the Ancient Ones, we fought for our world. We mastered that which you call magic, and drove our creator's enemies from this Earth. For millenia, we were the lords of Sea and Sky. It was a time of glory.

 

And then a lump of iron fell from the stars and almost killed our world. Most of us died, then. A shattered few followed the paths of magic into other worlds, and to the stars. Some tiny fraction held to life in this world, suffering, lost. When the Ancients chose to cultivate Humans, some of my people mixed their blood with your own. We forgot the truth of our origins, our history. We taught you, preyed upon you, served your crude gods. This was your world then, not ours.

 

Me? I am the one who remembered. The one who learned the truth. And now I wander, in this hell your kind has made of our world.

 

Rule your world? Would you want to rule the world of cats and mice, little thing? What point would there be?

 

Where are you going, little thing?

 

I told you my story. Your machine has recorded it, and your machine may leave. You will stay here, little thing.

 

-----End of recording-----

 

In 1968, Japanese divers uncovered the remains of what appeared to be an ancient city in the Indian Ocean. The architecture of the few intact structures within that city was unidentifiable. Within a chamber was found what appeared to be a sarcophagus of Jade. The sarcophagus, along with other artifacts, was shipped to Tokyo University. When it was opened, the creature within rampaged through the heart of Tokyo, killing hundreds before the city's defenders forced it to flee. Since that time, the Dragon King has battled China's Dragon Squad, Japan's Science Police, Australia's Beach Patrol, and numerous other metahumans on all sides of the law. Recently he has been seen acting in concert with the group of metahumans known as The Defilers.

 

Liang Wang, antiquities dealer, world traveler and business man, has been active in the art world since 1995.

 

Personality/Motivation: The Dragon King is lost and directionless in the modern world. When he awoke from his captivity, his memories were confused. He has met only three of his kind over the decades since his awakening. Two were mindless beasts, and the third claimed to be in the service of a Human god.

 

He currently works with the Defilers out of a need for companionship. Hate is almost draconic in her power and personality, Grandmother Mountain entertaining, and Brother Normal pleasingly complex. Their various plots and plans help fill the empty days.

 

The Dragon King created the identity of Liang Wang on the advice of Brother Normal, and has since grown fond of that role. There's something soothing about playing at humanity.

 

Quote: Are you still alive, little thing? Interesting.

 

Powers/Tactics: In his Human form, the Dragon King is superhumanly strong and resistant to harm, and is astoundingly skilled in an unusual variant of Dragon Style Kung Fu. He will generally attack directly, without subtlety. If a foe proves to be dangerous, the Dragon King will start launching multi power attacks, and blocking while finding weakness. Out of overconfidence and boredom, the Dragon King may allow entertaining foes to escape, the better to play with again some other day.

 

The Dragon King will take his Dragon Form when traveling or relaxing away from Human eyes, or when facing exceptionally deadly enemies. In that form, he will take to the air to gain some distance, and then rely on his firey breath or Move Bys to destroy the target. He will also use his Draconic Magic in the service of his team.

 

The Draconic Magic Super Skill is available as a tool for the GM, allowing the Dragon King to achieve unusual effects once or twice in an adventure as the story requires. Folding it back into his Multipower and slightly upping his point totals can save some rolling in combat.

 

Campaign Use: The Dragon King serves as the Defiler's Namor analog. On his own he is powerful enough to challenge a full team of 350-450 point heroes, while as part of the Defilers he can challenge even Very High Powered Supers. He can also form relationships with powerful heroes or villains, at least in the short term.

 

The truth of the Dragon King's beliefs on the history of Dragons is campaign specific, and should be considered carefully by GMs.

 

To decrease his power in Human Form, drop the Find Weakness, extra Damage Classes, and Skill Levels.

 

His power in Draconic Form probably should not be decreased.

 

Appearance: As Liang Wang, a tall, handsome Chinese businessman.

 

As the Dragon King in Human Form, a tall, muscular man in a blue and green traditional Chinese martial arts uniform and half face silk mask. The uniform is covered in pictures of Chinese style dragons.

 

In Dragon Form, a wingless Chinese water dragon, 16 meters from snout to tail, blue-green scales.

 

Character by Robert Dorf, 2006. Inspirations include Marvel Comics Namor and Mike Surbrook's Asian Bestiary.

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Re: The Defilers

 

The Dragon King's true form

 

DRAGON KING (DRAGON FORM)

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6; [5]

25 DEX 45 14- OCV 8 DCV 8

48 CON 76 19-

30 BODY 40 15-

25 INT 15 14- PER Roll 14-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

16 COM 3 12-

 

20/40 PD 10 Total: 20/40 PD (0/20 rPD)

20/40 ED 10 Total: 20/40 ED (0/20 rED)

5 SPD 15 Phases: 3, 5, 8, 10, 12

23 REC 6

96 END 0

79 STUN 0 Total Characteristic Cost: 320

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 25" / 50"

 

Cost Powers END

100 Dragon Powers: Multipower, 150-point reserve, (150 Active Points); all slots Requires A Draconic Magic Roll (-1/2)

7u 1) Fire Breath: RKA 4d6, Armor Piercing (+1/2), Area Of Effect (36" Line; +1) (150 Active Points); No Range (-1/2), Requires A Draconic Magic Roll (-1/2) 15

7u 2) Hypnotic Gaze: Mind Control 20d6, Reduced Endurance (0 END; +1/2) (150 Active Points); Eye Contact Required (-1/2), Requires A Draconic Magic Roll (-1/2) 0

9u 3) Master of the Storm: Change Environment 1" radius, +/-10 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects, Personal Immunity (+1/4), MegaScale (1" = 10 km; Area; +1/2), Varying Effect Broad Group (Any Weather Effect; +1) (143 Active Points); Requires A Draconic Magic Roll (-1/2) 14

6u 4) Lord of the Oceans: Summon 8 300-point Creatures of the Ocean, Loyal (+1/2), Expanded Class of Beings Any Creature Living In The Ocean (+1/2) (150 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Requires A Draconic Magic Roll (-1/2) 15

7u 5) Breath Fog: Darkness to Sight Group 8" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (140 Active Points); No Range (-1/2), Requires A Draconic Magic Roll (-1/2) 0

45 Bite: HKA 2d6 (4d6 w/STR), Armor Piercing (+1/2) (45 Active Points) 4

45 Talons: HKA 2d6 (4d6 w/STR), Armor Piercing (+1/2) (45 Active Points) 4

60 Son of the Ocean: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0

50 Master of Air and Sea: Leaping +15" (25" forward, 12 1/2" upward) (Accurate), Variable Advantage (+1/2 Advantages; Usable as Flight, Swimming, Running, Megascale, Red END, etc; +1) (50 Active Points) 5

26 Draconic Nature: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 0

25 Dragons Forever: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0

60 Dragon's Hide: Armor (20 PD/20 ED) 0

16 Heavy: Knockback Resistance -8" 0

10 Dragon's Mind: Mental Defense (15 points total) 0

15 Dragon's Will: Power Defense (15 points) 0

32 Dragon's Eyes: (Total: 32 Active Cost, 32 Real Cost) Infrared Perception (Sight Group) (Real Cost: 5) plus Ultraviolet Perception (Sight Group) (Real Cost: 5) plus +24 versus Range Modifier for Normal Sight (Real Cost: 12) plus Sight Group Flash Defense (10 points) (Real Cost: 10) 0

5 Dragon's Nose: Tracking with Normal Smell 0

6 Tail: Extra Limbs , Inherent (+1/4) (6 Active Points) 0

165 Human Form: Multiform (800 Character Points in the most expensive form) (Instant Change) 0

 

 

Perks

10 Money: Wealthy

 

 

Talents

3 Lightsleep

3 Bump Of Direction

20 Universal Translator 14-

 

 

Skills

60 +6 Overall

3 Traveler

1 1) AK: Asia (2 Active Points) 11-

2 2) AK: Mystical Places (3 Active Points) 14-

2 3) AK: The World's Oceans (3 Active Points) 14-

3 Scholar

2 1) KS: Arcane & Occult Lore (3 Active Points) 14-

2 2) KS: Dragon Lore (3 Active Points) 14-

2 3) KS: History (3 Active Points) 14-

3 Concealment 14-

3 Persuasion 17-

3 Stealth 14-

2 Survival (Marine) 14-

35 Power: Draconic Magic 30-

 

 

Total Powers & Skill Cost: 855

Total Cost: 1175

 

1000+ Disadvantages

10 Physical Limitation: 8 times human size (-6 DCV, +6 to PER Rolls to perceive) Frequently, Slightly Impairing

10 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing

15 Psychological Limitation: Cruel, Views humans as toys, pets, or pests (Very Common, Moderate)

15 Psychological Limitation: Overconfidence Very Common, Moderate

10 Psychological Limitation: Lost and without direction (Common, Moderate)

10 Psychological Limitation: Bored, seeks entertainment (Common, Moderate) Note: The Dragon King may let foes live just for their entertainment value

15 Hunted: Asian Law Enforcement and Super teams 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

15 Hunted: Asian Occult Groups 8- (As Pow, NCI, Capture)

10 Reputation: Supernatural Threat, Last of the Active Great Dragons in the material world, 11- (Extreme; Known Only To The Mystic World and some Super Teams)

65 Experience Points

 

Total Disadvantage Points: 1175

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Re: The Defilers

 

Iiyu Garu, one of Earth's deadliest monsters, vicious, cruel and almost unstoppable by direct means. When the Defilers need direct force, they call upon the power of Hate. I'm fairly happy with her, but I may change her origin story to active voice.

 

Feedback appreciated.

 

Anyone who can detect ch'i flows and the like should note a huge imbalance in Iiyu Garu. Far too much Yin, I think (see my Shikome Assassin character sheet for more on this). In fact, so much of an imbalance they may suspect she's not human -- and is an yokai of some sort (which she is). People who can just detect magic auras and the like should just see a powerful aura. Anyone with PH Aura Vision is gonna see something scary.... :eg:

 

Scary concept, btw, since she's probably 5'4" and 115-120 lbs. tops.

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Re: The Defilers

 

The Dragon King is lost and directionless in the modern world. When he awoke from his captivity' date=' his memories were confused. He has met only three of his kind over the decades since his awakening. Two were mindless beasts, and the third claimed to be in the service of a Human god.[/quote']

 

Hmm... who is the third and what god is being served?

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