Susano Posted October 25, 2007 Report Share Posted October 25, 2007 Wild Cards... does anyone remember Wild Cards? Back when shared universe anthologies were all the rage (let's see, there was Thieves World, Heroes in Hell, Man-Kizin Wars, Wild Cards, and...?), Geroge RR Martin decided to turn his Superworld campaign into a series of stories, ending up with Wild Cards. The series was fairly successful (and popular), but like any comic universe ended up collapsing under its own weight. It also suffered from an excessive dose of grittiness, and was firmly in the Iron Age/Dark Champions camp, as opposed to anything 4-color. Way back in the dawn of time, when I answered the help desk phone at Congressional Quarterly, I had a lot of empty time on my hands, so I started converting characters from GURPS Wild Cards to Hero. I then converted them all to 5th Edition, and now am running them through Hero Designer. I intend to post the results in this thread. There will be something like 113 character sheets in this thread, ranging from ~40-point normals to some 600+ out-and-out superheroes. You'll find police officers, lawyers, businessmen, crime bosses, vigilantes, and paranormally-powered humans. Even if you don't care for the Wild Card's world, I'm pretty sure you can use many of the characters as set dress for your own world (who can't use some pre-made cops, complete with backstory? or a crime boss and his gang? or some low-point (200-300 point) supers?). Captain Trips, for example, is roughly 5 supers in one, three of which should fit into most any setting with ease (just edit the origins a bit). The list (which I hope to start posting tonight and add to slowly is as follows: Acacia Akabal, Esteban Andrieux, Blaise Aquarius - Dolphin Aquarius Astronomer Bagabond Barnett, Leo Black Eagle Black, John Blarney Bludgeon Cameo Captain Trips Carnifex Chaisson, Cordelia Chickenhawk Chrysalis Cocamama Cosmic Traveler Curari Cyclone Deadhead Decathlon Demise Desmond, Xavier Digger Downs Doctor Tachyon Dutton, Charles El Emisario Negro Elephant Girl - Elephant Elephant Girl Ellis, Angela Envoy Ezili-je-Rouge Fadeout Fantasy Father Squid Finn, Bradly Fionne MacCoul Fortunato Gambione, Rosa Gimli Golden Boy Guy Fawlkes Harlem Hammer Herne Howler Hunapu Jayewardene, JC Jube the Walrus Judas Jumping Jack Flash Kahina Kant, Harvey Kelly, Kate Kid Dinosaur Kien Phuc Kookaburra Kretek Lady Black Lazy Dragon Linetap Loophole Mackie Messer Missing Link Modular Man Moonchild Murga-Muggai, The - Spider form Murga-Muggai, The Nur al-Allah Oddity Ombassa, Naia Peregrine Popinjay Primrose Psiguard Puppetman Quasiman Quinn the Eskimo Rangda Satire Sayyid Sewer Jack - Alligator Sewer Jack Sleeper Starshine Steele, George Stewart, David - Koala Stewart, David Strauss, Jeremiah Sui Mai Taroque Telephoto Ti Malice Titania Titania's Fairies Travnicek, Doctor Troll Turtle Turtle's Shell Van der Meere, Jeffery Warlock Water Lilly Wayang Whisperer Worchester, Hiram Wraith Wyrm Wyungare Xbalanque Yellowman Yeoman Enjoy. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 25, 2007 Author Report Share Posted October 25, 2007 Re: Wild Card's Hero I will point out that while I'm trying to remain true to my original conversions, in some cases I am editing the powers via HD to make them work as I recall them working, to make them work better (or with less questions on the part of the reader), or to make them match powers listed in 5th Edition sources (specifically the USPDB). I'm also considering applying certain DC packages to some characters (such as the police officer package to all of the police characters, and the soldier package to several (ex-)military characters. Thoughts? Quote Link to comment Share on other sites More sharing options...
Hermit Posted October 25, 2007 Report Share Posted October 25, 2007 Re: Wild Card's Hero My thought? My thought is I want the GREAT AND POWERFUL TURTLE! Quote Link to comment Share on other sites More sharing options...
Susano Posted October 25, 2007 Author Report Share Posted October 25, 2007 Re: Wild Card's Hero My thought? My thought is I want the GREAT AND POWERFUL TURTLE! He's under "t." The Turtle's sheet has been run through HD. I just need to edit his Shell by using systems from TUV. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 25, 2007 Author Report Share Posted October 25, 2007 Re: Wild Card's Hero Actually, several characters are on hold until I can sit down with the right sourcebooks. Sewerjack (and Elephant Girl), for example will require the HSB so I can get the correct stats (or, check the ones I have versus the published version). Quote Link to comment Share on other sites More sharing options...
Spidey88 Posted October 25, 2007 Report Share Posted October 25, 2007 Re: Wild Card's Hero I've got all the Wild Cards novels kicking around my place somewhere, as well as GURPS Wild Cards - though I imagine you won't need help, I'll happily do what I can if you end up with questions about the characters. Quote Link to comment Share on other sites More sharing options...
Hermit Posted October 25, 2007 Report Share Posted October 25, 2007 Re: Wild Card's Hero He's under "t." The Turtle's sheet has been run through HD. I just need to edit his Shell by using systems from TUV. Very cool, and thank you. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 25, 2007 Author Report Share Posted October 25, 2007 Re: Wild Card's Hero I've got all the Wild Cards novels kicking around my place somewhere' date=' as well as GURPS Wild Cards - though I imagine you won't need help, I'll happily do what I can if you end up with questions about the characters.[/quote'] About the only thing I can think of is people may want to suggestion better ways to express powers, or additional "slots" for a character's power. Turtle, for example, as TK, and that's it, because the GURPS character had TK, and that was it. My version has a few Advantages and Limitations on it to make it work like Turtle's TK (that I can recall), but that's his only power. Quote Link to comment Share on other sites More sharing options...
nharwell Posted October 25, 2007 Report Share Posted October 25, 2007 Re: Wild Card's Hero I'd suggest that you ignore the GURPS stats and go back to the source material - focus on adapting the characters conceptually rather than converting the GURPS writeups... Quote Link to comment Share on other sites More sharing options...
Susano Posted October 25, 2007 Author Report Share Posted October 25, 2007 Re: Wild Card's Hero I'd suggest that you ignore the GURPS stats and go back to the source material - focus on adapting the characters conceptually rather than converting the GURPS writeups... Too late. I haven't owned the books in years. Also, GURPS Wild Cards was written by one of the original WC authors, so I'd expect it to have some accuracy. Quote Link to comment Share on other sites More sharing options...
OzMike Posted October 25, 2007 Report Share Posted October 25, 2007 Re: Wild Card's Hero I will point out that while I'm trying to remain true to my original conversions, in some cases I am editing the powers via HD to make them work as I recall them working, to make them work better (or with less questions on the part of the reader), or to make them match powers listed in 5th Edition sources (specifically the USPDB). I'm also considering applying certain DC packages to some characters (such as the police officer package to all of the police characters, and the soldier package to several (ex-)military characters. Thoughts? I'm all for using the DC packages - some characters practically shout that they needs them (Yeoman for one). As far as Sewer Jack and Elephant Girl go, I wouldn't worry about matching the stats for the HSB. They don't actually turn into the animals - they turn into the relevant person's concept of the animal. Quote Link to comment Share on other sites More sharing options...
CorPse Posted October 25, 2007 Report Share Posted October 25, 2007 Re: Wild Card's Hero Another cool project from Susano! Quote Link to comment Share on other sites More sharing options...
Susano Posted October 26, 2007 Author Report Share Posted October 26, 2007 Re: Wild Card's Hero I'm all for using the DC packages - some characters practically shout that they needs them (Yeoman for one). As far as Sewer Jack and Elephant Girl go, I wouldn't worry about matching the stats for the HSB. They don't actually turn into the animals - they turn into the relevant person's concept of the animal. Yeah, but it always helps to have a reference. Quote Link to comment Share on other sites More sharing options...
Narratio Posted October 26, 2007 Report Share Posted October 26, 2007 Re: Wild Card's Hero Yep, I've got all the books, well, up to #15 I think. Even with Zelazney now dead, it's a good series. Study list, study list, hmmm. I'm looking for the shape changer who became Popinjay's partner in the detective agency. Forget his name... started as a nightclub act, spent years as a King Kong wannabee. And the Charles Bronson look alike 'The Mechanic'? Worked the spy side of life. Used his own blood and nerves to bond to machinery. Usually had to lop off bits of his regenerating body to do it too... You know, nobody ever said that the writers wrote 'nice' stories. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 26, 2007 Author Report Share Posted October 26, 2007 Re: Wild Card's Hero Yep' date=' I've got all the books, well, up to #15 I think. Even with Zelazney now dead, it's a good series. Study list, study list, hmmm. I'm looking for the shape changer who became Popinjay's partner in the detective agency. Forget his name... started as a nightclub act, spent years as a King Kong wannabee.[/quote'] Strauss, Jeremiah Quote Link to comment Share on other sites More sharing options...
death tribble Posted October 26, 2007 Report Share Posted October 26, 2007 Re: Wild Card's Hero Well we got Mutants and Masterminds doing Wild Cards next year. But I liked Wildcards. Though I hated Ezili-je-Rouge's passenger. The Turtle, Captain Trips, Tachyon, Croyd the Sleeper, Demise, Chrysalis and the Puppeteer. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 26, 2007 Author Report Share Posted October 26, 2007 Re: Wild Card's Hero I was going to do Demise Deathstare as a BODY Drain, since if you broke contact, you'd recovery over a period of hours (as opposed to days and weeks as from an RKA). Any opinions on that? Quote Link to comment Share on other sites More sharing options...
OzMike Posted October 27, 2007 Report Share Posted October 27, 2007 Re: Wild Card's Hero I was going to do Demise Deathstare as a BODY Drain' date=' since if you broke contact, you'd recovery over a period of hours (as opposed to days and weeks as from an RKA). Any opinions on that?[/quote'] The issues with it being a BODY drain is that the books also indicate that Demise's Deathstare is also incredibly painful, indicating STUN damage to me or at least some form of Entangle that doesn't take damage from attacks etc (so painful they can't move). Could you just whack a limitation on the RKA that the BODY recovers at REC/day or hour? Quote Link to comment Share on other sites More sharing options...
Susano Posted October 27, 2007 Author Report Share Posted October 27, 2007 Re: Wild Card's Hero The issues with it being a BODY drain is that the books also indicate that Demise's Deathstare is also incredibly painful, indicating STUN damage to me or at least some form of Entangle that doesn't take damage from attacks etc (so painful they can't move). Could you just whack a limitation on the RKA that the BODY recovers at REC/day or hour? Hmm... I could do that. Quote Link to comment Share on other sites More sharing options...
OzMike Posted October 27, 2007 Report Share Posted October 27, 2007 Re: Wild Card's Hero The DeathStare should also be an AVLD Does Body type affair too I reckon. Even Jack Braun (Golden Boy) felt it, but had the stats to overcome being stunned etc. Quote Link to comment Share on other sites More sharing options...
Doctor Agenda Posted October 27, 2007 Report Share Posted October 27, 2007 Re: Wild Card's Hero I'm looking forward to some of the low-powered write-ups. Seems like everyone in the Champions Universe who isn't a teenager runs 450+ points these days. Back in the day, 250 points was quite respectable. I'm running a game where low-powered supers are much more common than standard-powered and everyone has the same origin, write-ups from Wild Cards should be easy to adapt. Thanks, Susano, cool project! Quote Link to comment Share on other sites More sharing options...
Susano Posted October 27, 2007 Author Report Share Posted October 27, 2007 Re: Wild Card's Hero BLAISE JEANNOT ANDRIEUX [b]Val CHA Cost Roll Notes[/b] 8 STR -2 11- Lift 75.8 kg; 1 1/2d6 HTH Damage [2] 13 DEX 9 12- OCV: 4/DCV: 4 10 CON 0 11- 9 BODY -2 11- 13 INT 3 12- PER Roll 12- 18 EGO 16 13- ECV: 6 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 20 END 0 18 STUN 0 [b]Total Characteristic Cost: 26 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 105 Takisian Mind Control: Mind Control 12d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2) [b]Martial Art:[/b] [i]Karate[/i] [b]Maneuver OCV DCV Damage[/b] 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Punch/Snap Kick +0 +2 3 1/2d6 Strike 5 Side/Spin Kick -2 +1 5 1/2d6 Strike [b]Skills:[/b] 1 CK: New York City 8- 0 CK: Paris 8- 1 KS: Karate 8- 5 Language: English (idiomatic; literate) 0 Language: French (idiomatic; literate) 2 Language: German (fluent conversation) 2 MIF (Chordophones) 11- 1 Streetwise 8- [b]Total Powers & Skill Cost: 134 Total Cost: 160 75+ Disadvantages[/b] 0 Normal Characteristic Maxima 15 Psychological Limitation: Bully; Likes To See Others Dance To His Will (Common, Strong) 15 Psychological Limitation: Impulsive; Tends To Act Without Thinking (Common, Strong) 15 Psychological Limitation: Overconfident Of Mind Control Abilities (Very Common, Moderate) 15 Psychological Limitation: Stubborn; Spoiled Rotten (Common, Strong) 5 Social Limitation: Youth (he's only 13) (Occasionally, Minor) 20 [b]Experience 160 Total Disadvantage Points[/b] Description: Blaise is Dr. Tachyon's grandson. Blaise's mother was Gisele Bacourt, who was Tachyon's illegitimate daughter. When Tachyon discovered Blaise's existence during the WHO-sponsored tour of 1987, he brought the boy back to New York to live with him. Unfortunately, Tachyon is a terrible father, and tends to spoil Blaise terribly... or rage at him for acting improperly. Blaise himself is rapidly growing up to be an arrogant and cruel bully who enjoys using his mind control powers to make people around him act like total fools. Eventually, Blaise will go "wild," running free on the streets of New York and turn on his grandfather. For more details read Dr. Tachyon's character sheet. This write-up is for the thirteen year-old version of Blaise. He stands 5'5" and weighs 130 lbs, with black-purple eyes and deep red hair. Campaign Use and Designer’s Notes: Blaise makes a good low-level opponent for street-level games. Increase his physical stats (and age) and he becomes a young gang leader. Add in the proper skills (such as Streetwise and WFs), Mental Defense, and Skill Levels with his Mind Control, and he’ll end around 200 points. (Blaise Jeannot Andrieux created by Melinda Snodgrass, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted October 27, 2007 Author Report Share Posted October 27, 2007 Re: Wild Card's Hero THE ASTRONOMER [b]Val CHA Cost Roll Notes[/b] 3/18 STR -7 10-/13- Lift 37.9 kg/303.1 kg; 1/2d6/3 1/2d6 HTH Damage [1/2] 10 DEX 0 11- OCV: 3/DCV: 3 8 CON -4 11- 8/23 BODY -4 11-/14- 30 INT 20 15- PER Roll 16- 36 EGO 52 16- ECV: 12 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 2/5 PD 1 Total: 2/5 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 3 SPD 10 Phases: 4, 8, 12 3/6 REC 0 16/216 END 0 14/37 STUN 0 [b]Total Characteristic Cost: 77 Movement:[/b] Running: 6"/12" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 330 [b]Telepathic/Telekinetic Powers:[/b] Variable Power Pool, 150 base + 180 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); Limited Class Of Powers Available (telepathic/ telekinetic effects; -1/4) 55 [b]Life Energy Drain:[/b] +200 END; Extra Time (1 Hour, Only to Activate, -1 1/2), OAF Expendable (Very Difficult to obtain new Focus; living human being; -1 1/2) plus +15 STR; Linked (END; +1 STR per 7 END; -1/2) plus +15 BODY; Linked (END; +1 BODY per 5 END; -1/2) 1 18 [b]Powerful Will:[/b] Mental Defense (20 points total), Hardened (+1/4) 3 [b]Sharp Senses:[/b] +1 PER with all Sense Groups [b]Perks[/b] 10 Money: Wealthy [b]Talents[/b] 5 Eidetic Memory [b]Skills[/b] 16 +2 with All Combat 16 +4 with Telepathic/Telekinetic Powers 7 Interrogation 15- 3 KS: Egyptian Freemasons 15- 3 KS: Occultism 15- 3 Oratory 13- 3 Persuasion 13- 3 Linguist 2 1) Language: Cuneiform (fluent conversation; literate) 1 2) Language: Egyptian, Ancient (basic conversation; literate) 0 3) Language: English (idiomatic; literate) 3 4) Language: French (idiomatic) 3 5) Language: German (idiomatic) 3 6) Language: Greek (Koine) (idiomatic) 3 7) Language: Latin (idiomatic) 3 Scientist 2 1) SS: Astronomy 15- 2 2) SS: Mathematics 15- 2 3) SS: Physics 15- 2 4) SS: Psychology 15- [b]Total Powers & Skill Cost: 501 Total Cost: 578 200+ Disadvantages[/b] 10 Hunted: Fortunato 8- (As Pow, Harshly Punish) 10 Physical Limitation: Lame, Must Use A Wheelchair (sometimes) (Frequently, Slightly Impairing) 10 Physical Limitation: Poor Vision (Frequently, Slightly Impairing) 15 Psychological Limitation: Bad Tempered (Common, Strong) 15 Psychological Limitation: Bloodlust (Common, Strong) 15 Psychological Limitation: Megalomania (Common, Strong) 15 Psychological Limitation: Sadistic (Common, Strong) 10 Reputation: evil leader of the Masons, 8- (Extreme) 278 [b]Experience 578 Total Disadvantage Points[/b] Description: The Astronomer is (was) one of the most evil beings to exist in the Wild Cards universe. He is an old man (born in 1925), who stands 5'5" and weighs all of 110 lbs. He has thinning white hair, wears glasses, and is best described as "mole-like." He is usually confined to a wheelchair, although the proper use of his powers can allow him to bypass that problem. The Astronomer practices a horrific form of death magic, gaining immense energy through the ritualistic slaying of his victims (usually young women). Once the ritual is completed, The Astronomer is blessed with an huge energy reserve allowing him the utilize the following powers: astral projection, clairsentience, minor precognition, mind control, the ability to selectively erase memories, flight, invisibility to visual and mental senses, ego attacks, hand killing attacks, suppression versus any wild card power, force fields and minor force walls, telepathy, and an assortment of energy blasts. The Astronomer is a very dangerous opponent. Campaign Use and Designer’s Notes: Not meant for 4-color games, the Astronomer is perfect for superhero games that dabble in dark and/or horrific themes. For a real twist, switch his telepathic/telekinetic powers for magical abilities. Most of his powers would stay the same, but you might want to add a few Limitations (Extra Time, Gestures, Incantations) to his VPP to simulate casting spells. In fact, he could be used as a Fantasy Hero character if you do this. Another suggestion would be to replace his extra END with an END Reserve. The REC for the Reserve would require human sacrifice to activate. (The Astronomer created by Lewis Shiner, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted October 27, 2007 Author Report Share Posted October 27, 2007 Re: Wild Card's Hero BAGABOND (Suzanne Melotti) [b]Val CHA Cost Roll Notes[/b] 8 STR -2 11- Lift 75.8 kg; 1 1/2d6 HTH Damage 12 DEX 6 11- OCV: 4/DCV: 4 10 CON 0 11- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 3 SPD 8 Phases: 4, 8, 12 4 REC 0 20 END 0 19 STUN 0 [b]Total Characteristic Cost: 22 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 27 [b]Animal Control:[/b] Elemental Control, 82-point powers, all slots Concentration (0 DCV; -1/2) 20 1) [b]Animal Sight: [/b] Clairsentience (Sight, Hearing And Smell/Taste Groups), x16 Range (4,800"), Reduced Endurance (0 END; +1/2); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Only Through The Senses Of Others (animals; -1/2) 43 2) [b]Animal Control:[/b] Mind Control 12d6 (Animal class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Concentration (0 DCV; -1/2) 33 3) [b]Animal Locate:[/b] Mind Scan 12d6 (Animal class of minds), Reduced Endurance (0 END; +1/2); Concentration (0 DCV; -1/2) 33 4) Animal Communication: Telepathy 12d6 (Animal class of minds), Reduced Endurance (0 END; +1/2); Concentration (0 DCV; -1/2) 20 [b]Animal Communication:[/b] Mind Link , Animal class of minds, Specific Group of Minds (any animal), No LOS Needed Notes: Usually maintained with "the Black" 67 [b]Calling Animals:[/b] Summon 128 75-point animals, Expanded Class of Beings (any small animal; +1/2), Reduced Endurance (0 END; +1/2), Slavishly Devoted (+1); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Concentration (1/2 DCV; -1/4) [b]Perks[/b] 20 Followers: "The Black", a very large black cat, and a ginger female cat [b]Talents[/b] 33 [b]Animal Sight:[/b] Danger Sense (general area, any danger, Function as a Sense); Requires Animals To Be In The Area (-1/4) 15- [b]Skills[/b] 12 +4 with Animal Control Elemental Control 3 CK: New York City 12- 6 KS: Scrounging 15- 9 Shadowing 14- 9 Stealth 14- 3 Streetwise 11- 6 Survival (Urban) 13- [b]Total Powers & Skill Cost: 344 Total Cost: 366 200+ Disadvantages[/b] 10 Distinctive Features: Homeless (poor hygiene and dress) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures (other homeless)) 10 Money: Destitute 20 Normal Characteristic Maxima 15 Psychological Limitation: Shy, Avoids Almost All Human Contac (Common, Strong) 15 Psychological Limitation: Very Protective Of "Her" Animals (Common, Strong) 96 [b]Experience Points 366 Total Disadvantage Points[/b] Description: Bagabond is a small woman, standing 5'3" and weighing 100 lbs, with long dark brown hair. Currently, she is a bag lady, having nearly been driven mad by the sensation of suddenly receiving the sensory impressions of the millions of animals around her. She dresses in cast off clothing, is dirty, smells bad and lives in the streets. She is almost always accompanied by two cats, a large black male and a smaller ginger female. Campaign Use and Designer’s Notes: For those wishing a somewhat realistic look to their supers game, Bagabond would fit right in. She also strikes me as the sort of character you’d find in a Neil Gamien story. Her Mind Control might be even more impressive than what is listed -- it might have an Area of Effect. Bababond might also benefit from the Scrounging rules in Post-Apocalyptic Hero. (Bagabond created by Leanne C Harper, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted October 27, 2007 Author Report Share Posted October 27, 2007 Re: Wild Card's Hero REVEREND LEO BARNETT [b]Val CHA Cost Roll Notes[/b] 12 STR 2 11- Lift 132 kg; 2d6 HTH Damage [2] 14 DEX 12 12- OCV: 5/DCV: 5 13 CON 6 12- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 23 EGO 32 14- ECV: 8 18 PRE 8 13- PRE Attack: 3 1/2d6 18 COM 4 13- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 6 Phases: 4, 8, 12 5 REC 0 26 END 0 25 STUN 0 [b]Total Characteristic Cost: 85 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills Perks[/b] 5 Contact: Colonel Fincastle (his very wealthy father) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- 4 Fringe Benefit: Priest, Right to Marry: Can perform the marriage ceremony 10 Money: Wealthy [b]Skills[/b] 3 Acting 13- 3 Bureaucratics 13- 5 High Society 14- 4 KS: Politics 14- 3 KS: Psychology and Crowd Manipulation 13- 3 KS: Theology 13- 0 Language: English (idiomatic; literate) 13 Oratory 18- 13 Persuasion 18- 2 PS: TV Evangelist 11- 1 Seduction 8- [b]Total Powers & Skill Cost: 69 Total Cost: 154 75+ Disadvantages[/b] 0 Normal Characteristic Maxima 20 Psychological Limitation: Code Versus Killing ((personally, will not kill) (Common, Total) 20 Psychological Limitation: Fanatical Opposition To The Wild Card And It's Victims (Common, Total) 15 Psychological Limitation: Protective Of Innocents (even Jokers) (Common, Strong) 15 Reputation: anti-Joker priest, 14- 9 [b]Experience Points 154 Total Disadvantage Points[/b] Designers Notes: Barnett is a tall, handsome man with blond hair, blue eyes and an excellent physical build. He stands 6' and weighs 170 lbs. A popular and well known TV evangelist, he truly believes that the Wild Card virus is the tool of the Devil. He is disgusted by jokers and feels that their jokerdom is an expression of their sins. On the other hand, he does try and feel compassion for the jokers themselves, a sort of "hate the sin, but love the sinner" attitude. Eventually, he becomes President (in the Card Sharks books) and his ambition and disgust has grown to genocidal proportions. Campaign Use and Designer’s Notes: Every campaign can use an evangelist, so all you need to do is edit Leo’s Psychological Limitations and you’re all set. You could drop him into Fantasy Hero, Pulp Hero, and Dark Champions settings with ease. (Leo Barnett created by Arthur Byron Cover, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.