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Villian: Bad E. Wolf


Funksaw

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You have to admit, having this predator on the loose would be an excruciating nightmare.

 

Bad E. Wolf

Player: 

Val	Char	Cost
15	STR	5
14	DEX	12
13	CON	6
10	BODY	0
14	INT	4
10	EGO	0
13	PRE	3
10	COM	0

3	PD	0
3	ED	0
2	SPD	0
6	REC	0
26	END	0
33	STUN	8

16"	RUN	0
2"	SWIM	0
43"	LEAP	0
Characteristics Cost: 38

Cost	Power
49	When Animal Attacks: Multipower, 49-point reserve
5u	1)  A Tornado Of Teeth And Claws: Killing Attack - Hand-To-Hand 1d6, Area Of Effect (2" Radius; +1), Autofire (2 shots; +1 1/4) (49 Active Points)
4u	2)  Hungry!: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR) (45 Active Points)
40	Cartoon Tricks: Multipower, 40-point reserve
1u	1)  Stretching 1" (5 Active Points)
2u	2)  Running +10" (16" total) (20 Active Points)
3u	3)  Two Dimensional When I Want To Be: Desolidification  (affected by Attacks Hitting Him From The Side) (40 Active Points); Cannot Pass Through Solid Objects (-1/2)
1u	4)  Portable Hole: Teleportation 5", x4 Noncombat (15 Active Points)
1u	5)  Mural Illusion: Sight Group Images 1" radius (10 Active Points)
25	Acme Gadget Catalog: Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1)
1u	1)  Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Dropped (-1/2)
2u	2)  Acme Disintegrator Ray: Killing Attack - Ranged 3d6+1 (50 Active Points); OAF (-1)
1u	3)  Acme Suction Cups: Clinging (normal STR) (10 Active Points); OAF (-1)
1u	4)  Acme Rocket Skates: Flight 23" (46 Active Points); OAF (-1), Only In Straight Lines (-1/2), Only In Contact With A Surface (-1/4), Only On Appropriate Terrain Only on smooth surfaces (-1/4)
1u	5)  Acme Giant Slingshot: Leaping +40" (43" forward, 21 1/2" upward) (40 Active Points); OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4)
1u	6)  Acme Superheroine Costume: Shape Shift  (Sight Group) (10 Active Points); OAF (-1)
2u	7)  Acme Magic Flute: Mind Control 10d6 (50 Active Points); OAF (-1)
1u	8)  Acme Earthquake Pills: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4) (45 Active Points); Conditional Power Power does not work in Very Common Circumstances (Must Get Character To Eat Or Consume Earthquake Pills; -1), OAF (-1), Gradual Effect (1 Minute; -1/2), Cannot Form Barriers (-1/4)
1u	9)  Acme Glue Gun: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1), 6 Charges (-3/4)
1u	10) Acme Universal Remote Control: Telekinesis (2 STR), Fine Manipulation (13 Active Points); OAF (-1), Only Works On Limited Types Of Objects Limited Group of Objects (Machines; -1/2), Affects Whole Object (-1/4)
1	Flight 1" (2 Active Points); Restricted Path (Only To Walk Off Ledges And Not Fall Down Until You Look Down; -1), Levitation (-1/2)
1	Summon Placard With Writing: Summon 1-point creatures, Reduced Endurance (0 END; +1/2)
1	Summon Parasol: Summon 1-point creatures, Reduced Endurance (0 END; +1/2)
26	You Can't Kill A Toon: Healing BODY 1d6, Resurrection, Reduced Endurance (0 END; +1/2) (45 Active Points); Resurrection Only (-1/2), Does Not Work On Some Damage One Type of Damage (Turpentine; -1/4)
3	Telekinesis (2 STR), Area Of Effect (2" Cone; +1) (6 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Only Works on Ferrous Objects; -1/2), Affects Whole Object (-1/4)
Powers Cost: 175


Cost	Skill
3	Acrobatics 12-
3	Acting 12-
3	Contortionist 12-
3	Inventor 12-
3	Mechanics 12-
3	Sleight Of Hand 12-
3	Shadowing 12-
3	Stealth 12-
6	Survival (Desert) 14-
7	Tracking 14-
Skills Cost: 37



Total Character Cost: 250

Pts.	Disadvantage
15	Distinctive Features:  Cartoon Character (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15	Psychological Limitation:  Thinks the World Obeys Cartoonland Physics (Common, Strong)
15	Susceptibility:  Turpine, Acetone & Other Paint Removers, 3d6 damage Instant (Uncommon)
15	Psychological Limitation:  Obsession with Road Runners (Uncommon, Total)
20	Physical Limitation:  Mute (All the Time, Greatly Impairing)
20	Unluck: 4d6
Disadvantage Points: 100
Base Points: 150
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

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Re: Villian: Bad E. Wolf

 

Well, were diminsional travel more common in the world Reinard found himself in (back in the original comic book idea), this might make another interesting villain idea. Granted, the "summons" might work out better as low level transforms ("air to Placard with writing" or "Air to Parasol")

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Re: Villian: Bad E. Wolf

 

Might want to change those killing attacks to hand attacks. Toon physics' date=' you know. Or even make them Stun-Only[/quote']

 

I thought about that; but the thing about toon physics is that they don't work on people who aren't toons. In other words, if you drop an anvil on someone, they're likely to die and they won't get back up horribly mutiliated and making accordion sounds. Same vein...

 

Now, if there was some sort of Hero "Takes No Body" power...

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Re: Villian: Bad E. Wolf

 

While I never saw the Coyote speak in any of the cartoons where his plans fell to pieces (He always held up a sign saying "Uh-Oh" or "Ouch!"), I presume he spoke while ordering his Acme kit. So make it a psycho limitation - "Cannot speak while in presence of road runners - Uncommon, total". rather than a physical limitation.

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Re: Villian: Bad E. Wolf

 

Actually, there was a scene in Looney Tunes: Back in Action (not bad compared to Space Jam, but it SO could have been better) Where the Acme Chairman telephoned Wile E. The Coyote still had to use signs, I recall. Don't ask me to explain the physics. It was part cartoon.

 

Of course, whenever Wile E. went after Bugs Bunny (like in "Rabbit's Feat"), he did talk. Maybe he just prefers not to talk and instead uses placards for some reason. Who knows? Who can look into a cartoon's mind?

 

(It is Ironic that I can't, because I have a toon character)

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