Jump to content

The Defilers


OddHat

Recommended Posts

Re: The Defilers

 

Using the Defilers in your Campaign, pt.2

 

Plot Seeds, Dragon King:

The Dragon King –

1) Your PCs are attending an arts and antiquities show in their civilian IDs. They run into a tall, ridiculously handsome Chinese arts dealer. He takes a passing fancy to the most attractive female in the group. How does she deal with a courting Dragon?

 

2) The Cult of the Red Banner is loose in your campaign city, hunting down an artifact in Chinatown. Chinatown’s hero (if it has one) and a local martial arts club are protecting the artifact, but turn to your characters for help. The Dragon King is also hunting for the artifact. Can your PCs keep Chinatown intact in a three way battle between martial artists, cultists, and a genuine Dragon?

 

3) Your martial artist character has been asked by the government to attend a tournament on a mysterious island, in the hopes of capturing the host, a metahuman martial artist who calls himself the Dragon King. He is suspected of using the tournament as a method to recruit top martial artists for a pan Asian criminal syndicate. He seems to have gotten the idea from a movie.

Link to comment
Share on other sites

  • Replies 105
  • Created
  • Last Reply

Top Posters In This Topic

Re: The Defilers

 

Using the Defilers in your Campaign, pt.2

 

Plot Seeds, Dragon King:

3) Your martial artist character has been asked by the government to attend a tournament on a mysterious island, in the hopes of capturing the host, a metahuman martial artist who calls himself the Dragon King. He is suspected of using the tournament as a method to recruit top martial artists for a pan Asian criminal syndicate. He seems to have gotten the idea from a movie.

 

Title of this Advenuture? "The Way of the Dragon"

Link to comment
Share on other sites

Re: The Defilers

 

Using the Defilers in your Campaign, pt.3

 

Plot Seeds

 

Grandmother Mountain –

 

1) DEMON has dosed one of the PCs or an NPC hero with a madness inducing alchemical compound, turning a protector into a menace. Contacts in the occult underground point to an old Japanese woman recently arrived in the states that may be able to offer a cure. What price might she ask?

 

2) Grandmother Mountain, in the guise of an herbalist, has set up shop in your campaign city. She takes a liking to one of your PC’s DNPCs. When that DNPC has a problem, old granny offers to help. Does the help of a millennia old mountain witch make things better or worse? Why is she in the city at all?

 

3) While vacationing in Campaign City, Grandmother Mountain decides to teach a group of young men some manners. The young men are Viper agents, including one member of Dragon Branch. Now the local Viper’s Nest is conducting an all out war in the streets against a vacationing Obatarian with the Power Onmyodo. Can the heroes stop the war before the city falls down around them? Do they want to?

Link to comment
Share on other sites

Re: The Defilers

 

Using the Defilers in your Campaign, pt.4

 

Plot Seeds

 

Brother Normal –

 

1) Crown Princess Masako and her four year old daughter, Princess Aiko, will be visiting the United States as a goodwill tour, protected by American and Japanese security forces including one member of Zen Team. The PCs are asked to provide extra security for Masako and daughter during a public appearance. However, little Aiko is a blood relative of Brother Normal, and now far from the mundane and mystic protections she enjoys in Japan. To Brother Normal, she is a very tempting target. For a Japanese Princess to be kidnapped on US Soil would be a terrible blow to America’s prestige. If she’s taken, can the heroes rescue the princess?

 

2) A Chinese Submarine opens fire on Japanese fishing boats and then vanishes. A submarine carrying the markings of the Japanese Self Defense Force is spotted attacking Chinese military vessels. Beijing and Tokyo both deny everything as tensions rise. American planes from Yokota Air Force base are stolen and then shot down; the surviving crew members report that they remember nothing. Who is trying to spark a three way war between Japan, China and America? What could they possibly hope to gain?

 

3) A Chinese, Japanese or Mystic hero on your team starts to receive key information on the operation of Viper, DEMON, and other international criminal cartels within your campaign city. This information is always accurate, and arrives in the form of hallucinatory conversations with an impeccably dressed Japanese man whose face can not be seen. Why has Brother Normal chosen to use your PCs against his rivals? Can you risk acting on this information? Can you risk refusal?

Link to comment
Share on other sites

Re: The Defilers

 

Death Eagle, Nighthawk Tribute, a Defiler Come Lately by request

 

DEATH EAGLE - KOROSHIYA WASHI

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

29 DEX 57 15- OCV: 10/DCV: 10

23 CON 26 14-

15 BODY 10 12-

28 INT 18 15- PER Roll 15-

20 EGO 20 13- ECV: 7

30 PRE 20 15- PRE Attack: 6d6

10 COM 0 11-

 

10/16 PD 5 Total: 10/16 PD (0/6 rPD)

10/16 ED 5 Total: 10/16 ED (0/6 rED)

7 SPD 31 Phases: 2, 4, 6, 7, 9, 11, 12

10 REC 0

46 END 0

40 STUN 0 Total Characteristic Cost: 207

 

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

Tengu

5 1) Sharp Claws: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) 1

20 2) Wings: Flight 15" (30 Active Points); Restrainable (-1/2) 3

15 3) Bakemono Nature: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal)

29 4) Supernatural Toughness: (Total: 48 Active Cost, 29 Real Cost) Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 11) plus Armor (6 PD/6 ED) (Real Cost: 18)

5 5) Eyes of the Tengu: Nightvision

42 6) Assume Human Form: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, Any humanoid form), Instant Change, Costs END Only To Change Shape (+1/4) (42 Active Points) 3

20 7) Speaks All Tongues: Universal Translator 15-

30 Katana - "Sword of Dawn": Multipower, 60-point reserve, (60 Active Points); all slots OAF (Katana; -1)

3u 1) Edge: Killing Attack - Hand-To-Hand 3d6-1 (4d6+1 w/STR), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (Katana; -1)

Notes: 5d6KA w/ MA

2u 2) Scabbard: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (Katana; -1), Hand-To-Hand Attack (-1/2)

Notes: This attack is used on targets that Miike wishes to disable but not kill. Note that striking with the blade still in the scabbard is a highly cinematic maneuver.

1u 3) Taiyadome Jutsu - Great Arrow Cutting: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (Katana; -1)

Notes: The power of the Sword of Dawn allows its master to strike virtually any attack from the air.

31 Wakashi - Sword of Dusk: Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (62 Active Points); OAF (-1)

Notes: A Ghost Cutting Blade, the Sword of Dusk remains deadly even against supernatural threats. 3d6-1 w/ MA.

Kenjutsu

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 35 STR to Disarm roll

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Grappling Block +1 +1 Grab One Limb, Block

5 Running Stroke +1 +0 Weapon +v/5; FMove

5 Slashing Stroke -2 +1 Weapon +4 DC Strike

0 Weapon Element: Blades

1 Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only)

 

Skills

Kenjutsu

18 1) Master of the Sword: +6 with Martial Maneuvers

3 2) Acrobatics 15-

3 3) Iaijutsu: Fast Draw 15-

3 4) High Society 15-

3 5) Stealth 15-

10 6) Two-Weapon Fighting (HTH)

10 7) Defense Maneuver I-IV

5 8) Rapid Attack (HTH)

3 9) Breakfall 15-

3 10) Sleight Of Hand 15-

4 11) WF: Common Melee Weapons, Handguns, Off Hand

3 Gambling 15-

Private Investigator

3 1) Concealment 15-

3 2) Deduction 15-

3 3) Shadowing 15-

3 4) Streetwise 15-

3 5) Lockpicking 15-

3 6) Security Systems 15-

3 Scholar

2 1) KS: Kenjutsu (3 Active Points) 15-

1 2) KS: The Law Enforcement World (2 Active Points) 11-

1 3) KS: The Martial World (2 Active Points) 11-

1 4) KS: The Mystic World (2 Active Points) 11-

3 Jack of All Trades

1 1) PS: Calligraphy (2 Active Points) 11-

1 2) PS: Go (2 Active Points) 11-

2 3) PS: Japanese Tengu Drumming (3 Active Points) 15-

Notes: Almost identical to Taiko drumming, but louder

2 4) PS: Sensei (3 Active Points) 15-

3 Traveler

1 1) CK: Babylon (2 Active Points) 11-

1 2) CK: Hong Kong (2 Active Points) 11-

1 3) CK: San Francisco (2 Active Points) 11-

2 4) CK: Tokyo (3 Active Points) 15-

 

Total Powers & Skill Cost: 343

Total Cost: 550

 

400+ Disadvantages

15 Social Limitation: Secret ID - Honma Miike (Frequently, Major)

5 Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

10 Distinctive Features: Karasu-Tengu Human with the head of a raven and black feathery wings (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

Notes: Easily concealed with shapeshifting

15 Psychological Limitation: Lustful, Drinks to excess, Gambles, enjoys human pleasures (Very Common, Moderate)

15 Psychological Limitation: Mercenaries Code (Common, Strong)

Notes: Fulfill all contracts, Keep Freely Given Word

10 Psychological Limitation: Enjoys combat, gunslinger mentality (Common, Moderate)

10 Psychological Limitation: Will not kill children or the truly helpless (Uncommon, Strong)

15 Hunted: Rival Gangsters 8- (As Pow, NCI, Harshly Punish)

5 Unluck: 1d6

50 Experience Points

 

Total Disadvantage Points: 550

 

Background/History: The big man was almost through his story, and Boss Mura was laughing. Mura waved the hostess over to pour another round for the big man and Mura's boys. With a terrified smile, she complied.

 

"So go on,” grunted Mura, "tell us the rest."

 

The big man threw down another shot and smiled widely. He had wide set eyes and, for a Japanese, a remarkably large nose. "Not much more to tell," said the big man. "I was cut bad, and the bastard almost had me. So, I pushed myself up his sword, trapping it in my side."

 

Boss Mura barked his laughter. It was a mad story, full of blood, and he didn't believe a word, but the big man had balls. He'd staggered up to Mura and his boys in Mura's own club, and started talking like an old friend, drinking Mura's whiskey and pinching Mura's girls. The man had balls. Mura would let him finish, and then have the boys beat him up a little to teach respect.

 

"What he didn't know," continued the big man, leaning in and looking Mura in the eye, "was that I had a second, hidden knife." The big man made a sudden motion with his hand, too fast for Boss Mura and his boys to see, and suddenly there was a foot long blade in his hand.

 

The gang lost one second to their shock, and that was all it took. The big man flipped himself over the table, and a long katana emerged from under his coat. The sound of chopping meat briefly filled the room as almost a dozen of Boss Mura's boys died before they could rise, and then the hostess and Mura's girls started to scream. Mura's hand went for the gun in his ankle holster, but he found the katana's blade lightly touching his throat.

 

Less than twelve seconds had passed.

 

Boss Mura looked up the length of the blade. The big man was smiling. Not a drop of blood spotted his perfect black coat.

 

"Do you want to hear the rest of my story?"

 

Mura tried to nod, but felt the fine point of the katana piercing his skin.

 

"I stabbed him through the eye," said the big man, "but it was too late for me. I was dying. I took the jewel from his body, and somehow made it back to my employer. I don’t remember much of the trip."

 

Boss Mura took his chance, pulling the gun free. With a flick of his wrist, the big man opened Mura's throat.

 

The big man wiped his sword on Mura's shirt, and walked away, steady, a little sad. He'd wanted to finish the story. The hostess and her girls were already running away, and more of Mura's boys might come by later. Time to go. He'd never even told Boss Mura why he had to die.

 

The big man, Honma Miike, left.

 

Just over thirty years ago, Miike had been one of Tokyo's few private criminal investigators. Hard and smart, he'd enjoyed the work. When he'd learned his most regular client was Brother Normal, the "Shadow Emperor", he'd wanted to find a way out. Instead, he died in the man's service. His last act was to fulfill their last contract. No regrets.

 

As a reward, Brother Normal brought Honma back. He changed him, merging him with a creature out of Japanese myth. When Honma opened his eyes again, he had vast strength, skill with the blade beyond his wildest dreams, and powers that bordered on the impossible.

 

The only price was his eternal gratitude.

 

Personality/Motivation: The Korosha Washi, the Death Eagle, is a dark man serving a darker master. As a human he was prone to anger and violence, but he wasn't a killer. That has changed.

 

Miike now takes great pleasure in battle, seeking worthy foes and challenges, often turning to violence when subtler means would do. He drinks to excess, chases women, wins and loses huge sums at the gambling table, and enjoys the Yakuza's lifestyle to the fullest.

 

Of the man Honma Miike once was, a few faint sparks remain. He will not kill a child, or anyone he believes to be truly helpless. He will not break his word. He will fulfill his contracts to the best of his ability. These traits, more than his Tengu powers, make him valuable to his employers.

 

Quote: Draw your sword.

 

Powers/Tactics: The Korosha Washi has a number of low level paranormal abilities together with terrifying speed and great skill in the art of Kenjutsu. He can not stand up to much punishment, and will instead rely on his skill levels and maneuvers (especially his Flying Dodge) to avoid letting foes get a direct shot at him.

 

On the offensive, he carries two blades, the swords of Dawn and Dusk, which he can use for deadly multiple power attacks while keeping most of his skill levels in DCV. If needed, he can also launch a flurry of blows with his Rapid Attack and Two Weapon Fighting, striking four or more times in a single phase. His tactical options also include passing strikes that can take him in for an attack and then out of the range of many foes before they have a chance to strike back.

 

Out of combat, the Death Eagle remains an excellent detective, and has also acquired a range of odd skills from his Tengu half and from decades of hanging on to the remains of his humanity. Add in his Shape Shifting skills and ability to speak virtually any language and he is a near flawless spy.

 

If alone facing multiple metahuman foes, the Death Eagle will flee, find a moment unobserved, and switch forms. He is not intended to go toe to toe against multiple Supers.

 

Campaign Use: Spy, possible middle man, the guy who does the leg work for the Defilers, and a possible traitor in their ranks if approached correctly and over the right issue. While tough and a serious foe, he is not combat optimized.

 

Design Notes: To scale the Death Eagle up, add some Damage Reduction, the Resurrection option to his regeneration, and possibly some BODY and CON. Adding any of the suggested Tengu powers from AB2 would also be appropriate. To scale him down, cut his regeneration and armor, drop the Wakashi, and slash away at his skill list.

 

The name Death Eagle was suggested by Dave Mattingly, and much of the character's build is based on the Tengu presented by Mike Surbrook in his excellent Asian Bestiary II. The Defenders inspiration for the character is Nighthawk, from which he derives his intelligence, detective aspects, drinking and womanizing and his potential to turn on his allies if they go too far.

 

Appearance: In human form, a tall, muscular Japanese man with a very large nose and wide set eyes, almost always in a black trench coat. Other human forms may be assumed at a whim.

 

As the Death Eagle, a shirtless raven headed man with huge black wings, holding a katana in his right hand and a wakashi in his left.

 

Character by Robert Dorf, 2006.

Link to comment
Share on other sites

Re: The Defilers

 

:nonp:

 

Wow... that was just a guess.

 

The original Hellcat is pretty much a cat themed martial artist (at first a super suit user), later dies, learns psychic powers in Hell, and comes back. An intelligent Nue in human form works pretty well.

Link to comment
Share on other sites

Re: The Defilers

 

Dream Cat, Hellcat tribute, a Defiler come lately by request

DREAM CAT - NUE YUME NYAU NYAU

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

23 CON 26 14-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

26 EGO 32 14- ECV: 9

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

6+9 PD 3 Total: 6/15 PD (3/12 rPD)

6+9 ED 1 Total: 6/15 ED (3/12 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

8 REC 0

46 END 0

34 STUN 0 Total Characteristic Cost: 155

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

Nue Nekomesume

Notes: So far as she knows, Yume is the only Nue Catgirl.

15 1) Claw / Bite: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Penetrating (+½) (15 Active Points) 1

14 2) Cat's Senses: (Total: 14 Active Cost, 14 Real Cost) Nightvision (Real Cost: 5) plus +3 PER with all Sense Groups (Real Cost: 9)

3 3) Thick Hide: Damage Resistance (3 PD/3 ED)

18 4) Cat's Luck: Combat Luck (9 PD/9 ED)

8 5) Cat's Leap: Leaping +3" (6" forward, 3" upward) (Accurate) 1

8 6) Cat's Grace: Clinging (normal STR) (10 Active Points); Only Surfaces that could be climbed or balanced on, can't resist KB Power loses about a fourth of its effectiveness (-¼)

5 7) Of Two Minds: Mental Defense (10 points total)

Notes: Mao's mind is a blend of human and animal, making it more difficult to contact or control

5 8) Half Yomi Nature: Life Support (Longevity: Immortal)

9 9) Already died once: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 ¾), Self Only (-½)

45 Nue - Sleep and Dream Powers: Elemental Control, 90-point powers

45 1) Find the Dreamers: Mind Scan 12d6, +6 ECV, Reduced Endurance (½ END; +¼) (90 Active Points) 3

33 2) Compel Sleep: Mind Control 15d6, Telepathic (+¼) (94 Active Points); Set Effect (Sleep; -½) 9

22 3) Send Dreams: Mental Illusions 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Sleeping Targets; -1)

22 4) Dream Tasting: Telepathy 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Only vs. Sleeping Targets Power loses about half of its effectiveness (-1)

 

Perks

3 Reputation: J-Drama Star (A medium-sized group) 11-, +3/+3d6

Notes: Yume still has fans here and there

 

Skills

Moves like a cat

3 1) Acrobatics 14-

3 2) Breakfall 14-

3 3) Contortionist 14-

3 4) Concealment 12-

3 5) Stealth 14-

I Married a Yomi King

2 1) KS: Yomi Lore 11-

3 Language: English (completely fluent)

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

J-Drama Star

3 1) Seduction 13-

3 2) High Society 13-

3 3) Acting 13-

3 4) Oratory 13-

2 5) KS: Entertainment World 11-

3 6) PS: Performance 13-

3 7) Disguise 12-

 

Total Powers & Skill Cost: 295

Total Cost: 450

 

300+ Disadvantages

15 Social Limitation: Secret Identity: Kato Yume (Frequently, Major)

5 Distinctive Features: Pointed ears, cat's eyes, very sharp teeth, pelt-like hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Notes: A simple disguise hides most of these traits

10 Distinctive Features: Yomi-Tainted Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Hunted: Grandmother Mountain and the Defilers 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

10 Hunted: Media 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

Notes: Yume is hunted by the medi in her civillian identity, not as Dream Cat

15 Psychological Limitation: Enjoys Tormenting Sleepers (Very Common, Moderate)

15 Psychological Limitation: Curiosity, Nosiness (Very Common, Moderate)

15 Psychological Limitation: Vain, Hedonistic, Self Indulgent (Very Common, Moderate)

50 Experience Points

 

Total Disadvantage Points: 450

 

Background/History: Yume married a prince of Hell. She didn't plan it that way, but these things happen.

 

He was tall, handsome, well spoken, and the head of one of Japan's most powerful crime families. She was just another teen actress in Tokyo, desperate to become a star. It was love at first sight.

 

He helped her build a career, took her to the best clubs, and gave her gifts. She was the perfect girl on his arm. If he occasionally scared her, well, that was part of the fun.

 

They were married on her 20th birthday. He sacrificed her as part of a dark ritual that night. For a timeless time, she was locked in Yomi, Japanese Hell.

 

After twelve lunar months, Grandmother Mountain brought Yume back.

 

With Grandmother's help, Yume had her revenge on her husband, trapping him in the same hell to which he'd sentenced her. She began to think about re-building her life. All Grandmother asked was that Yume use her new found powers to hunt, spy, manipulate, and murder. Yume, now Nue Yume Nyau Nyau, had little choice.

 

She didn't plan it this way, but these things happen.

 

Personality/Motivation: Yume is not the same girl whose husband put her through Hell. Since her merger with the Nue, a Japanese monster and bringer of nightmares, she has become far more selfish, vain, and predatory. She takes pleasure in tormenting sleepers, and in stealing secrets for later use. That said, she can be subtle, and remains adept at playing the innocent.

 

Yume is still able to form human attachments, though here too her tainted nature will eventually betray her. She will eventually give in to the temptation to taste the dreams of friends and lovers, and then to torment them, eventually to the point of madness or death.

 

Quote: I hope you'll dream of me.

 

Powers/Tactics: Nue Yume Nyau Nyau is a formidable though limited psychic, able to force almost any normal human into a deep sleep and then view and manipulate their dreams. These manipulations can even become deadly, though the strong willed will sometimes prove immune to such effects. If confronted by a foe who is awake and aware, Yume will first try to force them into unconsciousness, and then generally flee.

 

Though lucky and durable, Yume is not much of a hand to hand fighter. She may slash with her supernaturally sharp claws, but her main goal if confronted by someone immune to her sleep inducing power will be to get away as quickly as possible. Thanks to her mixed nature, Yume will recover from most injuries supernaturally fast, and is able to move, leap and climb with cat-like skill.

 

In her secret identity as Kato Yume, J-drama actress, Yume may attempt to get close to whoever her current target may be. Thanks to her moderate fame, social skills and good looks, this often proves to be fairly simple. If greater caution is warranted, a simple disguise will often let her get close to her victim. Once she knows where her target will be sleeping, she will conceal herself nearby, find his mind, and begin stealing secrets and sending dreams.

 

Campaign Use: Another effective operative of the Defilers, and a chance to expose lower power heroes to a genuine but surmountable threat. Any of the Defilers might use Yume in their schemes, from simple espionage to discreet assassination. Yume also makes an interestingly horrific love interest, especially for heroes who wish to "help" the beautiful, damaged girl.

 

To upgrade Yume, add as many dream related powers as you need, from mental transforms to Ego based killing attacks (both can now be simulated using her Mental Illusions, at the GMs discretion). She could also benefit greatly from a martial arts package, increased characteristics, and additional cat themed powers and Super Skills.

 

Design Notes:

Yume was inspired in large part by the Nue from Mike Surbrook's Asian Bestiary II, as well as Marvel Comics Patsy Walker / Hellcat and the Anime cat girl meme.

 

Appearance: As Yume, a beautiful young Japanese woman, sometimes with blue or green dyed hair and contact lenses. Clothing tends to be whatever is most fashionable in Harajuku or Shibuya this week.

 

As Nue Yume Nyau Nyau, conceals cat eyes and ears and pelt like hair beneath a Ninja style uniform. These outfits are often picked more for fashion than for practical value.

 

Character by Robert Dorf, 2006.

Link to comment
Share on other sites

Re: The Defilers

 

Update to character list.

 

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

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

 

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.

 

More to come.

Link to comment
Share on other sites

Re: The Defilers

 

Death Angel, Valkyrie tribute by request. Feedback greatly appreciated.

 

DEATH ANGEL - AEKIBIYOGAMI

 

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

30 DEX 60 15- OCV: 10/DCV: 10

28 CON 36 15-

16 BODY 12 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

30 COM 10 15-

 

10+10 PD 4 Total: 10/20 PD (0/10 rPD)

10+10 ED 4 Total: 10/20 ED (0/10 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

12 REC 0

56 END 0

45 STUN 0 Total Characteristic Cost: 204

 

Movement: Running: 6"/12"

Flight: 12"/24"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

k'ung-hsing fo-mu

Notes: The Sky Dancers and Space Goers are warrior servants of the gods, often dispatched as messengers or to tend the dead

115 1) Divine Form: (Total: 115 Active Cost, 115 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Armor (10 PD/10 ED) (Real Cost: 30) plus Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Self-Contained Breathing) (Real Cost: 25)

30 2) Sky Dancer: Flight 12", Costs END Only To Activate (+¼) (30 Active Points) 2

12 3) Spirit Sight: Detect Ghosts, Spirits, and Auras 13- (Unusual Group), Range, Sense

22 4) Speaks all tongues: Universal Translator 15-

80 Divine Magic: Multipower, 80-point reserve

8u 1) Travel Unseen by Men: (Total: 80 Active Cost, 80 Real Cost) Desolidification (affected by Magic) (Real Cost: 40) plus Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (Real Cost: 40) 8

3u 2) Visit the Heavens and Hells: Extra-Dimensional Movement (Related Group of Dimensions, Any Location) (35 Active Points) 3

Notes: The Buddhist Heavens, Hells, and Spiritual Realms

5u 3) Celestial Blade: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Affects Desolidified Ghosts and Spirits (+¼), Reduced Endurance (0 END; +½) (79 Active Points); OIF (Sword or Knife of Opportunity; -½)

Notes: 5d6 w/ MA.

3u 4) Celestial Staff: (Total: 76 Active Cost, 35 Real Cost) Stretching 2", Reduced Endurance (0 END; +½) (15 Active Points); Only To Cause Damage (-½), OIF (Stick of Opportunity; -½), Limited Body Parts (-¼), Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 5) plus Hand-To-Hand Attack +7d6, Affects Desolidified Ghosts and Spirits (+¼), Reduced Endurance (0 END; +½) (61 Active Points); Hand-To-Hand Attack (-½), OIF (Stick of Opportunity; -½) (Real Cost: 30)

Notes: 14d6 w/ MA.

3u 5) Chinese Medicine: Healing BODY 1 ½d6, Can Heal Limbs, any Characteristic one at a time (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset; Quaff potion; +¼), Reduced Endurance (0 END; +½), Decreased Re-use Duration (1 Turn; +1 ½) (70 Active Points); Extra Time (Extra Phase, Must prepare Ingredients; -¾), OIF (Appropriate ingredients; -½)

5u 6) Gaze of Authority: Mind Control 12d6, Telepathic (+¼) (75 Active Points); Eye Contact Required (-½) 7

Martial Arts - Kung Fu

Maneuver OCV DCV Notes

5 Block +1 +3 Block, Abort

5 Flying Kick +1 -2 10d6 Strike

3 Legsweep +2 -1 7d6 Strike, Target Falls

4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

5 Passing Strike +1 +0 6d6 +v/5; FMove

1 Weapon Element: Blades

1 Weapon Element: Staffs

 

Perks

2 Fringe Benefit: Member of the the Celestial Bureaucracy

 

Skills

3 Acrobatics 15-

3 AK: The Heavens and Hells 13-

3 Breakfall 15-

3 Bureaucratics 13-

3 Concealment 13-

3 SS: Chinese Medicine 13-

3 Scholar

2 1) KS: Arcane & Occult Lore (3 Active Points) 13-

2 2) KS: Celestial Bureaucracy (3 Active Points) 13-

2 3) KS: Death and Burial Rights (3 Active Points) 13-

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons

3 Tracking 13-

 

Total Powers & Skill Cost: 346

Total Cost: 550

 

400+ Disadvantages

10 Hunted: The Dragon King and the Defilers 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Powerful but tainted Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Hunted: The Celestial Bureaucracy 8- (Mo Pow, NCI, Watching)

15 Hunted: The Tiger Squad and Chinese Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)

15 Hunted: The Science Police and Japanese Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)

25 Psychological Limitation: Needs to be loved, Loves the Dragon King (Very Common, Total)

15 Psychological Limitation: Respects righteous behavior, filled with bitterness against the Chinese gods and guilt over her failings (Very Common, Moderate)

50 Experience Points

 

Total Disadvantage Points: 550

 

Background/History: Her name was Yu Jiao Long, and she was twice a traitor.

 

In mortal life, she betrayed her master, an unrighteous man, to save the life of the man she loved. Her lover then revealed himself as the human form of Au Pang, Prince of Dragons. Though he could not stay with her, as a reward for her service he elevated her to the Celestial Bureaucracy in the role of K'ung-Hsing Fo-Mu (a divine servant and guardian of the dead).

 

For many centuries she served, her loneliness increasing. Her meetings with her dragon lover, her patron, grew bitter and rare. Then came the appearance of an upstart, an unknown great dragon claiming the title of Dragon King.

 

The Celestial Court, though more distant by far from the affairs of China than once they had been, buzzed with gossip and consternation. The Four Great Dragon Kings were angered, and dispatched a petty servant to demand that the upstart submit to their authority. Jiao Long was chosen.

 

The upstart laughed at the court's demands, and when he spoke mockingly of the Four Great Dragon Kings, a tiny part of Jiao Long's heart rejoiced. Still in his human form, the upstart easily defeated her, despite her divine gifts. When the death blow should have come, he looked into her eyes, and commanded her to serve him.

 

Her heart betrayed her, and she obeyed.

 

Now twice a traitor, Yu Jiao Long serves the upstart, her Dragon King, with a passion she has not felt in centuries. She tells herself that he is not Au Pang, that he will never cast her aside. She tells herself that one day he will truly love her, and that he will take her as his bride.

 

Her new love has asked her to prove herself many times against many foes, in China and accross the seas. She has battled monsters and heroes, users of ancient skills and modern weapons. She has battled at her love's side, and marvelled at his prowess.

 

Her name was Yu Jiao Long, and she was a woman in love, but they called her all sorts of things.

 

Personality/Motivation: Yu Jiao Long was always a woman of strong emotions. Her love for Au Pang caused her to betray her master. Her bitter anger at Au Pang's rejection and neglect made her easy prey for the seductive power of the Dragon King. Now she serves her new lord with passionate devotion, certain that if she can only prove her love, it will be returned.

 

Her feelings towards the other Defilers are mixed. Brother Normal has great power, and he has not been unkind, but he is unworthy to command her love. Hate is a monster, and her love's obvious fondness for the beast is intolerable. She understands and respects Grandmother Mountain, and is willing to obey the old woman should her love demand it.

 

The power of modern super beings does not impress Jiao long, but she has found some few to be righteous men and women. She will obey her new love, but she has no wish to slay a Hero.

 

Quote: By the command of my master, surrender.

 

Powers/Tactics: Death Angel retains most of the powers she held as a Sky Dancer, including an impressive selection of Divine Magic. The fact that she still has access to this magic may suggest that the Celestial Court has not yet given up on her. She is supernaturally tough, able to move freely through the air and in or out of the heavens and hells, and has a number of powers relating to her role as a guardian of the dead.

 

In combat she will go on the offensive, trusting to the speed of her attacks to take down a foe before he is able to significantly harm her. She will generally open with a Passing Strike using her sword or a Multipower Attack (usually a Flying Kick and Disarm or Leg sweep using her staff if the GM permits), and then switch tactics depending on the results. Against foes too skilled to fall to her sword or staff, Death Angel will attempt to use her Gaze of Authority.

 

Note that Death Angels Spirit Sight is not part of the Sight Group, and may allow her to target foes with a non-targeting sense even if she is unable to see.

 

Death Angel will not go out of her way to kill unless ordered to do so, and does not hunt heroes. She is impressed by courage and noble actions, That said, she will not hold back if a foe stands between her and a mission objective. If overmatched, she will retreat using her ability to Move Unseen and try to recover.

 

Campaign Use: Yu Jiao Long is a classic Wuxia tragic figure, a reminder that love must not triumph over duty. Within the defilers she is an assassin and enforcer, the sort of character that the Dragon King might send to represent his interests or over-see a project. She can give a reasonable fight to a moderately powerful group of 350 point heroes, though she'd probably need the backing of agents or other Defilers Come Lately to represent a serious threat. She, Dream Cat and Death Eagle make a very effective trio, with a nice range of skills and special powers allowing them to throw a real scare into many full 350+ point teams.

 

To make her tougher, pump up her DEX, SPD, and rPD and ED, and add some more tricks to her Divine Magic MP.

 

Design Notes: A homage to Valkyrie, also inspired by the K'ung-Hsing Fo-Mu appearing in Surbrook's "Asian Bestiary I". Also a few nods to "Crouching Tiger, Hidden Dragon" and classic Wuxia. The original Valkyrie herself always struck me as a tragic figure, having spent pretty much her whole career being mis-used by one supernatural entity or another.

 

Appearance: An almost impossibly attractive Chinese woman, apparently in her early twenties, tall and extremely fit. In combat she generally wears a simple silk fighting uniform in red and white. In a concession to modern times, she has been persuaded to add a simple white silk mask. Out of combat, she wears simple, inexpensive street clothes.

 

Character by Robert Dorf, 2006

 

Link to comment
Share on other sites

Re: The Defilers

 

I like them, especially the background/stories, but am going to hide them from my current GM :D

 

I want to use them against him when I run something again instead.

 

Any other members? How about riffing on Ghost Rider or Hellstrom?

 

Thanks, always good to hear someone may get some use out of a character.

 

I'll think about Ghost Rider, though iirc he was only around briefly. Still, there's a weird motorcycle sub-culture in Japan, and a demon bosozuku could be interesting. Also, the idea of a demon sent from Hell to collect escaped souls shows up in Chinese and Japanese myths.

Link to comment
Share on other sites

Re: The Defilers

 

Moon Knight was a frequent guest star in the comic' date=' if I remember correctly, and would probably make a nifty villain, having been reincarnated by a vengeful god.[/quote']

 

I'd need to read up on him a bit. Just a basic martial artist with theme weapons and a split personality, plus resistance to telepathic attack because of the multiple minds, or did he have other powers?

Link to comment
Share on other sites

Re: The Defilers

 

I'd need to read up on him a bit. Just a basic martial artist with theme weapons and a split personality' date=' plus resistance to telepathic attack because of the multiple minds, or did he have other powers?[/quote']It depends on the series you read. He's a former mercenary who was "born again" (left for dead, possibly really was dead, and eventually came "back to life") inside a pagan temple, believing that the god brought him back. Sometimes, Konshu would sometimes seem to actually guide him, sometimes he was sure that it was all in his mind. In one (basically written out) series, his strength waxed and waned with the moon. He's essentially Batman with a different theme and attitude.
Link to comment
Share on other sites

Re: The Defilers

 

It depends on the series you read. He's a former mercenary who was "born again" (left for dead' date=' possibly really was dead, and eventually came "back to life") inside a pagan temple, believing that the god brought him back. Sometimes, Konshu would sometimes seem to actually guide him, sometimes he was sure that it was all in his mind. In one (basically written out) series, his strength waxed and waned with the moon. He's essentially Batman with a different theme and attitude.[/quote']

 

Ultimate Moon Knight seems to be... uhm... 3-4 different people in one head. One of whom is a little girl.

 

I just picked up the trade where he appears in Ultimate Spider-Man, which lead to the following exchange (as best as I can recollect):

 

*Moon Knight hurls three crescent blades at Spider-Man*

 

*Spider-Man grabs them out of the air with his webbing*

 

Spider-Man (looking at the blades hanging from his webbing): Do you buy these blade things somewhere, or do you make them yourself.

 

Moon Knight: Those are mine.

 

Spider-Man: Well you threw them at me, so now they're mine.

 

Moon Knight: How old are you?

 

:D

Link to comment
Share on other sites

Re: The Defilers

 

I need to start reading Ultimate Spiderman. :)

 

The sequence I most clearly remember with the original MoonKnight had him facing off against (iirc) the corrupted Moon Dragon. She had finished off the rest of the Defenders with Mind Control. She attempted to do the same to Moon Knight. Each time she took over one mind, another personality came to the fore, giving him time to close on her. Interesting effect.

Link to comment
Share on other sites

Re: The Defilers

 

I need to start reading Ultimate Spiderman. :)

 

The sequence I most clearly remember with the original MoonKnight had him facing off against (iirc) the corrupted Moon Dragon. She had finished off the rest of the Defenders with Mind Control. She attempted to do the same to Moon Knight. Each time she took over one mind, another personality came to the fore, giving him time to close on her. Interesting effect.

 

That sounds like Multiform.

 

Hmm... in Wild Cards, the Oddity was the same way, except the minds were so jumbled, you couldn't mind control "it." The Oddity was three people (two men and one woman) merged into one being.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...