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Wild Card's Hero


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Re: Wild Card's Hero

 

For the Sleeper I would have defined his VPP as Multiform Only. I guess technically it's the same thing, but he would wake up with a different body as well as different powers. Some times he woke up as a joker. I think it would be neat if you added some lim to represent what happens if he's woken up early.

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Re: Wild Card's Hero

 

JEREMIAH STRAUSS

(The Projectionist, The Great Ape, Mr. Nobody)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
12	DEX	6	11-	OCV:  4/DCV:  4
10	CON	0	11-
10	BODY	0	11-
13	INT	3	12-	PER Roll 12-
11	EGO	2	11-	ECV:  4
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
20	STUN	0		[b]Total Characteristic Cost:  19

Movement:[/b]	Running:	6"/12"
Leaping:	2"/4"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
86	[b]Shape Shifting:[/b]  Shape Shift  (Sight and Touch Groups, limited group 
of shapes [any humanoid shape]), Imitation, Instant Change, 
Makeover, Reduced Endurance (0 END; +1/2), Persistent (+1/2)
7	[b]Shape Shifting:[/b]  +10 PRE; Linked (Shape Shifting; -1/2)
12	[b]Shape Shifted Claws/Teeth:[/b]  HKA 1d6 (1 1/2d6 w/STR); Reduced 
Penetration (-1/4), END 1
5	[b]Doesn't Age:[/b]  LS  (Longevity: Immortal)

[b]Perks[/b]
3	Contact:  Kenneth Strauss (of Latham and Strauss) (Contact has 
useful Skills or resources, Good relationship with Contact) 8-
10	Money:  Wealthy

[b]Skills[/b]
1	Acting 8-
2	CK: New York City 11-
5	KS: Famous Actors/Actresses 14-
6	KS: Pre-1965 Cinema History And Trivia  15-
0	Language:  English (idiomatic; literate)
17	Shape Shifted Fingers:  Lockpicking 18-
1	Mimicry 8-
9	Shape Shifting:  Power 14-
9	Stealth 14-
7	Streetwise 13-

[b]Total Powers & Skill Cost:  180
Total Cost:  199

100+	Disadvantages[/b]
0	Normal Characteristic Maxima
5	Physical Limitation:  Amnesiac; Lacks Basic Knowledge Of News And 
Events From 1965-1987 (Infrequently, Slightly Impairing)
10	Psychological Limitation:  Loves Old Movies, Tends To Mimic Old Film 
Stars (Common, Moderate)
10	Psychological Limitation:  Romantic, Lacking In Common Sense 
(Common, Moderate)
74	[b]Experience Points
199	Total Disadvantage Points[/b]

 

Description: Jeremiah Strauss stands 5' 10" and weighs only 140 lbs. He really has no set features, since he can change his body's appearance at will. Born in 1942, Strauss doesn't quite seem to age. For an extended period of time (over 20 years) he was the Great Ape, a 45' tall gorilla that bore a great resemblance to King Kong. He caused the great New York blackout of 1965 when he converted enough electricity to mass in order to pull that stunt. Nowadays Strauss is limited to humans. He can mimic men and women, but has some trouble with voices. He can create claws or teeth to fight with, and can open most locks by extruding his finger into the mechanism.

 

Campaign Use and Designer’s Notes: Add in the Dark Champions Private Investigator package and you’re all set! Strauss is a great low-end super, who can fit into Golden Age, Silver Age, and modern Champions settings with no problems.

 

(Jeremiah Strauss created by Walton Simons, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

For the Sleeper I would have defined his VPP as Multiform Only. I guess technically it's the same thing' date=' but he would wake up with a different body as well as different powers. Some times he woke up as a joker. I think it would be neat if you added some lim to represent what happens if he's woken up early.[/quote']

 

I'm sort of assuming the different body in the write-up.

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Re: Wild Card's Hero

 

SUI MAI

(Little Mother)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
8	STR	-2	11-	Lift 75.8 kg; 1 1/2d6 HTH Damage [2]
10	DEX	0	11-	OCV:  3/DCV:  3
11	CON	2	11-
10	BODY	0	11-
20	INT	10	13-	PER Roll 13-
21	EGO	24	13-	ECV:  7
15	PRE	5	12-	PRE Attack:  3d6
10	COM	0	11-

2	PD	0		Total:  2 PD (0 rPD)
2	ED	0		Total:  2 ED (0 rED)
2	SPD	0		Phases:  6, 12
4	REC	0
22	END	0
20	STUN	0		[b]Total Characteristic Cost:  39

Movement:[/b]	Running:	6"/12"
Leaping:	1"/2"
Swimming:	2"/4"

[b]Cost	Powers & Skills
Perks[/b]
10	Contact:  Kein Phuc (Contact has significant Contacts of his own, 
Contact has very useful Skills or resources, Very Good relationship 
with Contact) 14-
4	Fringe Benefit:  Head of the Immaculate Egrets
10	Money:  Wealthy

[b]Skills[/b]
10	+2 with Interaction Skills

3	Bureaucratics 12-
4	CK: New York CIty Chinatown 14-
2	CK: New York City 11-
3	Conversation 12-
3	Interrogation 12-
3	KS: Immaculate Egrets 13-
2	KS: New York Underworld 11-
3	KS: Shadow Fist Society 13-
2	PS: Gang Leader 11-
3	Persuasion 12-
3	Streetwise 12-
3	Linguist
4	1)  Language:  Cantonese (idiomatic; literate)
3	2)  Language:  English (completely fluent; literate)
3	3)  Language:  French (completely fluent; literate)
0	4)  Language:  Vietnamese (idiomatic; literate)

[b]Total Powers & Skill Cost:  78
Total Cost:  117

50+	Disadvantages[/b]
10	Hunted:  8- (Mo Pow, NCI, Watching)
0	Normal Characteristic Maxima
10	Psychological Limitation:  Greedy (Common, Moderate)
20	Psychological Limitation:  Loyal To Kein Phuc (Very Common, Strong)
27	[b]Experience Points
117	Total Disadvantage Points[/b]

 

Description: Sui Mai is a small, plump, Asian woman. She is Kein Phuc's sister and the head of the Immaculate Egrets. Sui Mai came to America in 1968, to marry Nathan Chow, then the head of the Egrets. He died in 1971, and she took over control of the Egrets at that point, setting up the power base upon which Kein Phuc built his Shadow Fists.

 

Campaign Use and Designer’s Notes: As with Kein Phuc, Sui Mai makes a nice change from Mafia and Yakuza Dark Champions villains.

 

(Sui Mai created by ???, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

TI MALICE

 

[b]Val	CHA	Cost	Roll	Notes[/b]
0	STR	-10	9-	Lift 25 kg; 0d6 HTH Damage [1]
6	DEX	-12	10-	OCV:  2/DCV:  2
7	CON	-6	10-
7	BODY	-6	10-
26	INT	22	14-	PER Roll 14-
30	EGO	60	15-	ECV:  10
10	PRE	0	11-	PRE Attack:  2d6
2	COM	-4	9-

1	PD	1		Total:  1 PD (0 rPD)
1	ED	0		Total:  1 ED (0 rED)
1	SPD	0		Phases:  7
2	REC	2
14	END	0
11	STUN	0		[b]Total Characteristic Cost:  47

Movement:[/b]	Running:	0"
Leaping:	0”
Swimming:	0"

[b]Cost	Powers & Skills[/b]
63	[b]Mental Domination:[/b]  Mind Control 18d6 (Human class of minds), 
Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Skin Contact 
Required (-1), Does Not Provide Mental Awareness (-1/4), Stops 
Working If Mentalist Is Knocked Out (-1/4)
36	[b]Telepathic Contact:[/b]  Telepathy 12d6 (Human class of minds), Reduced 
Endurance (0 END; +1/2); Skin Contact Required (-1), Does Not 
Provide Mental Awareness (-1/4), Stops Working If Mentalist Is 
Knocked Out (-1/4)
27	[b]Ti Malice's "Kiss":[/b]  Major Transform 1d6 (turns target into willing slave 
[[i]i.e.[/i] "mount"] of Ti Malice, heals back through therapy and time), 
Reduced Endurance (0 END; +1/2), Partial Transform (+1/2), 
Penetrating (+1/2), BOECV (Mental Defense applies; +1), Invisible 
Power Effects, Hide Effects Of Power (Fully Invisible; +2); Skin Contact 
Required (-1), Limited Target (humans; -1/2), Linked (Mental 
Domination; -1/2)
-12	[b]Virtually Limbless:[/b]  Running -6"
-2	[b]Virtually Limbless:[/b]  Swimming -2"

[b]Perks[/b]
18	Contact:  Assorted Mounts (Contact has been blackmailed by the 
character, Contact has very useful Skills or resources, Contact is 
slavishly loyal to character), Organization Contact (x3) 12-
15	Follower: Ezili Je Rouge
35	Follower: Assorted followers of 75 base points.
Notes:  Some of Ti Malice's followers could be aces or jokers. Hiram 
Worchester and Water Lily were both mounts (at 200 and 100 base 
points). This value is only a rough estimate.
10	Money:  Wealthy

[b]Talents[/b]
5	Eidetic Memory

[b]Skills[/b]
10	Tiny Size:  +2 with DCV

[b]Total Powers & Skill Cost:  205
Total Cost:  252

100+	Disadvantages[/b]
25	Dependence:  fresh human blood Takes 1d6 Damage (Difficult To 
Obtain, 1 Minute)
20	Distinctive Features:  Stunted, Skeletally Thin Humanoid. He Lacks A 
Chin, Teeth, Hair, Has Fish-Belly White Skin, No Genitalia And Large 
Protuberant Black Eyes. (Not Concealable; Always Noticed and Causes 
Major Reaction [fear]; Detectable By Commonly-Used Senses)
0	Normal Characteristic Maxima
20	Physical Limitation:  Crippled Legs (unable to run, jump, swim, or so 
on) (Frequently, Fully Impairing)
15	Physical Limitation:  Tiny Size (2'6", 30 lbs , +3" KB) (All the Time, 
Slightly Impairing)
15	Psychological Limitation:  Addicted To Sensations Of *All* Kinds 
(Common, Strong)
15	Psychological Limitation:  Megalomanic, Desires To Have As Many 
'Mounts' As Possible (Common, Strong)
15	Psychological Limitation:  Sadist, Enjoys New Sensations, Regardless 
Of What They Are (Common, Strong)
15	Social Limitation:  Joker (Frequently, Major)
12	[b]Experience Points
252	Total Disadvantage Points[/b]

 

Description: Ti Malice is one of the more horrific creations of the Wild Cards universe. Born in Haiti in the early 50s, Ti Malice is a mere 2' 6" tall and weighs only about 30 lbs. He (it?) has no chin, a single tooth, pale white skin, large black eyes, and no hair. He can't speak, can't eat, and can only survive by feeding upon someone else's blood. This feeding uses his host's blood to supply oxygen and nutrients, but doesn't kill the host. While feeding, Ti Malice can contact his host telepathically, as well as control their actions. He speaks (and acts) via his mounts. While feeding, he secretes a highly addictive substance that stimulates the brain's pleasure center. One "kiss" from Ti Malice and you’re his forever.

 

Campaign Use and Designer’s Notes: A frightening individual, Ti Malice should only be used in darker Champions settings. He also makes an excellent Horror or Fantasy Hero foe, especially since he might have numerous followers or various power levels and ability. Thus, while getting rid of Ti Malice isn’t much of an issue once you get close enough, getting through all of his minions is.

 

(Ti Malice created by John J Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

DOCTOR MAXIM TRAVNICEK

 

[b]Val	CHA	Cost	Roll	Notes[/b]
8	STR	-2	11-	Lift 75.8kg; 1 1/2d6
8	DEX	-6	11-	OCV:  3/DCV:  3
13	CON	6	12-
11	BODY	2	11-
30	INT	25	15-	PER Roll 15-
30	EGO	50	15-	ECV:  10
10	PRE	0	11-	PRE Attack:  2d6
10	COM	0	11-

2	PD	0		Total:  2 PD (0 rPD)
2	ED	-1		Total:  2 ED (0 rED)
2	SPD	2		Phases:  6, 12
5	REC	0
26	END	0
22	STUN	0		[b]Total Characteristic Cost:  76

Movement:[/b]	Running:	6"/12"
Leaping:	1"/2"
Swimming:	2"/4"

[b]Cost	Powers & Skills
Perks[/b]
597	Follower: Modular Man (200 point base)

[b]Talents[/b]
5	Eidetic Memory

[b]Skills[/b]
8	Computer Programming (Computer Networks, Personal Computers, 
Artificial Intelligence, Mainframes and Supercomputers) 15-
3	Electronics 15-
3	Inventor 15-
5	Language:  English (idiomatic; literate)
5	Language:  German (idiomatic; literate)
0	Language:  Slovak (idiomatic; literate)
3	PS: [Mad] Scientist 15-
3	Scientist
2	1)  SS:  Biochemistry 15-
2	2)  SS:  Chemistry 15-
2	3)  SS:  Mathematics 15-
2	4)  SS:  Metallurgy 15-
2	5)  SS:  Physics 15-
2	6)  SS:  Robotic Engineering 15-

[b]Total Powers & Skill Cost:  644
Total Cost:  720

100+	Disadvantages[/b]
5	Age:  40+
5	Money:  Poor
0	Normal Characteristic Maxima
10	Physical Limitation:  Poor Vision (Frequently, Slightly Impairing)
15	Psychological Limitation:  Absent Minded (Common, Strong)
15	Psychological Limitation:  Bad Tempered And Prone To Hold Grudges 
(Common, Strong)
15	Psychological Limitation:  Greedy And Possesed With A Certain Degree 
Of Meglomania (Common, Strong)
555	[b]Experience Points
720	Total Disadvantage Points[/b]

 

Description: Travnicek is tall (6'2") and thin (165 lbs), with graying blond hair and thick glasses. He is ill tempered and a misanthrope, who really can't stand most people. His wild card power has turned him into a brilliant cyberneticist capable of building amazing inventions (see Modular Man). Unfortunately, his creative process seems geared to creating one-of-a-kind devices and he has yet to produce the Modular Man series of robots like he originally planned. Travnicek's point total is a bit misleading, since nearly 600 points comes from having Modular Man as a follower.

 

Campaign Use and Designer’s Notes: I’m not sure if Travnicek created anything but Modular Man. However, in your game you can give him numerous other one-of-a-kind inventions, or allow him to create revolutionary world-changing inventions. In any case, a Variable Power Pool would help simulate such an effect.

 

(Dr. Maxim Travnicek created by Walter John Williams, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

Great write ups! :)

 

Jerimiah Straus: Mr. Nobody does seem to be able to gain small boosts in his physical abilities when shape shifting to more massive forms, including not just PRE but also STR and PD (he likes to become a muscular thug) and COM (he becomes a convincing, if over-endowed, version of Captain Trips beautiful daughter Sprout). A small, 10 Point VPP for the powers of assumed forms might be reasonable. His Great Ape form could take on small armies of other Aces, but he doesn't seem to have the option of going back to that.

 

Ti Malice: Should be noted that "it" was eventually sent to a nightmare dimension by Jay Ackroyd. It may or may not have died; if it lived, that might make a dark plot seed for a dimension jumping hero.

 

Travnicek: The Typhoid Croyd incident stripped Travnicek of his gadgeteering powers, leaving him as a very strange Joker with a range of super-senses. Modular Man is still trapped in his service, but Travnicek can no longer repair him; Mod Man has responded by attempting to learn how to repair himself, a doomed endeavor as in Wild Card's terms Mod Man is not "real" technology.

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Re: Wild Card's Hero

 

Great write ups! :)

 

 

Ti Malice: Should be noted that "it" was eventually sent to a nightmare dimension by Jay Ackroyd. It may or may not have died; if it lived, that might make a dark plot seed for a dimension jumping hero.

 

 

Ti Malice was actually teleported back in time and INTO Jay's own nightmares. So I guess that would qualify as projecting teleportation with extra-dimensional movement and time travel added in.

 

I bet that will up the cost of the power.

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Re: Wild Card's Hero

 

Ti Malice was actually teleported back in time and INTO Jay's own nightmares. So I guess that would qualify as projecting teleportation with extra-dimensional movement and time travel added in.

 

I bet that will up the cost of the power.

 

But he only did it once.

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Re: Wild Card's Hero

 

If I recall' date=' it's 90% death rate. If you live, it's 90% joker, 9% deuce, 1% ace. However, some jokers are "joker-aces."[/quote']

 

I've only got the Wild Cards comics published under the Epic label in 1990 to go by in my collection, so I'll not claim this is definitive...

 

"Out of every hundred people the virus touched, ninety died. Of the remaining ten, nine became monstrous jokers. But one out of a hundred became an ace[.]"

 

I'd have to presume the deuces are included in the remaining 1% (the comics don't use the term), so we've got a 90% / 9% / 1% split.

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Re: Wild Card's Hero

 

WARLOCK

(Peter Nance)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [3]
15	DEX	15	12-	OCV:  5/DCV:  5
13	CON	6	12-
13	BODY	6	12-
14	INT	4	12-	PER Roll 14-
13	EGO	6	12-	ECV:  4
15	PRE	5	12-	PRE Attack:  3d6
10	COM	0	11-

5	PD	2		Total:  5 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
3	SPD	5		Phases:  4, 8, 12
6	REC	0
26	END	0
27	STUN	0		[b]Total Characteristic Cost:  52

Movement:[/b]	Running:	6"/12"
Leaping:	2"/4"
Swimming:	2"/4"

[b]Cost	Powers & Skills
Martial Arts[/b]:  [i]Dirty Infighting[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block	+2	+2	Block, Abort
4	Disarm	-1	+1	Disarm; 23 STR to Disarm
4	Punch/Backhand	+0	+2	4 1/2d6 Strike
5	Roundhouse	-2	+1	6 1/2d6 Strike
3	Takedown	+1	+1	2 1/2d6 Strike; Target Falls

17	[b]Death Visions:[/b]  Precognitive Clairsentience (Sight Group), Reduced 
Endurance (0 END; +1/2), Persistent (+1/2); Only Only To See 
Imminent (within 24 hours) Death On Someone's Face (-2), 
Precognition Only (-1), Always On (-1/2), Limited Range (no more 
than around 3"; -1/4)
6	[b]Sharp Senses:[/b]  +2 PER with all Sense Groups

[b]Perks[/b]
15	Contact:  Shadow Fist Society (Contact has very useful Skills or 
resources), Organization Contact (x3) 12-
2	Fringe Benefit:  Leader of the Werewolves (gang)
5	Money:  Well Off

[b]Skills[/b]
6	CK: Jokertown 15-
3	KS: Psychology 12-
5	KS: The Occult 14-
0	Language:  English (idiomatic; literate)
3	Persuasion 12-
3	Stealth 12-
7	Streetwise 14-
2	WF:  Blades, Handguns

[b]Total Powers & Skill Cost:  94
Total Cost:  146

75+	Disadvantag[/b]es
5	Distinctive Features:  Always Goes Masked (Easily Concealed; Noticed 
and Recognizable; Detectable By Commonly-Used Senses)
10	Hunted:  Shadow Fists 8- (Mo Pow, NCI, Watching)
0	Normal Characteristic Maxima
10	Psychological Limitation:  Heavily Into The Occult (Common, 
Moderate)
15	Psychological Limitation:  Terrified Of Mirrors And Looking Into Them 
(Uncommon, Total)
31	[b]Experience Points
146	Total Disadvantage Points[/b]

 

Description: Warlock is a big man, standing 6'1" and weighing a good 185 lbs. He is the leader of the Werewolves and always goes masked. His choice of mask also determines the Werewolves' choice of mask. Warlock's power is the ability to see imminent death in a person's face. This death will occur sometime in the next 24 hours (or less). Warlock tries to use this to his advantage, claiming to have a "death curse" power. His power also makes him completely afraid of mirrors, since he might see his own death if he looks into one.

 

Campaign Use and Designer’s Notes: Change the mask to something simple -- like a hooded cloak, and you have an excellent Pulp Hero character.

 

(Warlock created by John J Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

WATER LILLY

(Jane Lillian Dow)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
7	STR	-3	10-	Lift 66 kg; 1d6 HTH Damage [1]
14	DEX	12	12-	OCV:  5/DCV:  5
12	CON	4	11-
11	BODY	2	11-
15	INT	5	12-	PER Roll 12-
13	EGO	6	12-	ECV:  4
10	PRE	0	11-	PRE Attack:  2d6
14	COM	2	12-

2	PD	1		Total:  2 PD (0 rPD)
2	ED	0		Total:  2 ED (0 rED)
3	SPD	6		Phases:  4, 8, 12
3	REC	0
24	END	0
21	STUN	0		[b]Total Characteristic Cost:  35

Movement:[/b]	Running:	6"/12"
Leaping:	1"/2"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
120	[b]Water Control:[/b]  Multipower, 150-point reserve, all slots Not In Dry 
Areas Or Versus Dry Targets (-1/4)
12u	1)  [b]Dehydrate:[/b]  Drain BODY 6d6, Reduced Endurance 
(1/2 END; +1/4), Ranged (+1/2), Delayed Return Rate (points return 
at the rate of 5 per 20 Minutes; +3/4); Not In Dry Areas Or Versus Dry 
Targets (-1/4), END 6
8m	2)  [b]Water Manipulation:[/b]  Telekinesis (30 STR), Affects Porous, Reduced 
Endurance (0 END; +1/2); Only Works On Limited Types Of Objects 
(water; -1/2), Affects Whole Object (-1/4), Not In Dry Areas Or Versus 
Dry Targets (-1/4)
13m	3)  [b]Create Water:[/b]  Major Transform 6d6 (air into water, 1 gallon per 1 BODY, healed 
back by evaporation), Reduced Endurance (1/2 END; +1/4); No 
Range (-1/2), Not In Dry Areas Or Versus Dry Targets (-1/4), END 4
3m	4)  [b]Rain Showers:[/b]  Change Environment 4" radius, -2 to Sight Group 
PER Rolls, Reduced Endurance (0 END; +1/2); No Range (-1/2), Not In 
Dry Areas Or Versus Dry Targets (-1/4)

25	[b]Wild Card Virus Removal:[/b]  Major Transform 4d6 (wild card victim to 
normal human, healed back by re-exposure to active wild card virus), 
Costs END Only To Activate (+1/4), Partial Transform (+1/2), 
Continuous (+1); Extra Time (5 Minutes, [rough estimate of time 
required]; -2), Concentration, Must Concentrate throughout use of 
Constant Power (0 DCV; Character is totally unaware of nearby 
events; -1 1/2), Gestures, Requires Gestures throughout (Requires 
both hands; requires extended intimate contact; -1), No Range (-1/2), 
Limited Target (humans; -1/2), END 15

[b]Perks[/b]
15	Contact:  The Jokertown Clinic (Contact has useful Skills or resources, 
Good relationship with Contact), Organization Contact (x3) 12-

[b]Skills[/b]
6	+2 with Water Control

1	Bureaucratics 8-
2	CK: New York City 11-
0	Language:  English (idiomatic; literate)
2	PS: Restaurant Manager 11-
2	PS: Waitress 11-

[b]Total Powers & Skill Cost:  209
Total Cost:  244

100+	Disadvantages[/b]
15	Distinctive Features:  Power Manifests When She Is Excited Or Scared, 
Drenching Her (And The Surrounding Area) (Not Concealable; Noticed 
and Recognizable; Detectable By Commonly-Used Senses)
5	Money:  Poor
0	Normal Characteristic Maxima
5	Physical Limitation:  Large (9' tall, 800 lbs, -2 DCV, +2 to PER Roll to 
perceive) (Infrequently, Slightly Impairing)
15	Psychological Limitation:  Impulsive (Common, Strong)
10	Psychological Limitation:  Naive About Life In The Big City (Common, 
Moderate)
10	Psychological Limitation:  Will Not Accept Charity (Common, Moderate)
5	Unluck: 1d6
79	[b]Experience Points
244	Total Disadvantage Points[/b]

 

Description: Water Lilly is 5'7", 115 lbs, with red hair and green eyes. She quite pretty. She's also one of the most unlucky characters in the Wild Cards universe. In the course of her "career," she's been captured by the Astronomer, tossed off the 86th floor of the Empire State Building, worked (unknowingly) for the Mafia, used as a mount by Ti Malice, and infected by Typhoid Croyd.

 

Water Lilly's power is the ability to condense water out of the surrounding atmosphere. She can also draw water from someone's body, leaving a white, powdery residue if she does it all the way. She can create mini-rain falls and move masses of water about. She tends to soak herself if excited or scared (or angry), leaving pools of water behind. After she was re-infected by Typhoid Croyd, she gained the power to cure a wild card victim via sexual intimacy. Naturally, this process takes a while.

 

Campaign Use and Designer’s Notes: Water Lilly is a potent ace, and could easily be expanded into a 300-350 point character by removing her ability to remove the Wild Card and using those points to increase her characteristics and to give her more “traditional” super hero powers (like a water EB).

 

(Water Lilly created by Pat Cadigan, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

HIRAM WORCHESTER

(Fatman)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [1]
13	DEX	9	12-	OCV:  4/DCV:  4
18	CON	16	13-
14	BODY	8	12-
15	INT	5	12-	PER Roll 12-
15	EGO	10	12-	ECV:  5
20	PRE	10	13-	PRE Attack:  4d6
10	COM	0	11-

4	PD	2		Total:  4 PD (0 rPD)
4	ED	0		Total:  4 ED (0 rED)
3	SPD	7		Phases:  4, 8, 12
6	REC	0
36	END	0	
30	STUN	2	[b]Total Characteristic Cost:  69

Movement:[/b]	Running:	6"/12"
Flight:	5"/5
Leaping:	2"/4"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
83	[b]Control Local Gravity:[/b]  Telekinesis (45 STR), Indirect (from 
below; +1/4), Invisible to Sight Group (+1/2), Reduced Endurance 
(0 END; +1/2), Persistent (+1/2); Only To Pull Down, Push Up (-1/2), 
Affects Whole Object (-1/4), No Knockback (-1/4), Loses Effect Over 
Time (-1/4)
71	[b]Rapid Gravity Increase:[/b]  EB 9d6, Indirect (from below; +1/4), 
Penetrating (+1/2), Invisible to Sight Group (+1/2), Reduced 
Endurance (0 END; +1/2); Linked (Control Local Gravity; -1/2), No 
Knockback (-1/4)
71	[b]Severe Gravity Increase:[/b]  RKA 3d6, Indirect (from below; +1/4), 
Invisible to Sight Group (+1/2), Penetrating (+1/2), Reduced 
Endurance (0 END; +1/2); Linked (Control Local Gravity; -1/2), No 
Knockback (-1/4)
58	[b]Increased Body Mass:[/b]  HA +10d6, Invisible to Sight Group, Source 
Only (+1/4), Reduced Endurance (0 END; +1/2); Hand-To-Hand 
Attack (-1/2)
17	[b]Decreased Gravity I:[/b]  Flight 5", Ranged (+1/2), Reduced Endurance 
(0 END; +1/2), Persistent (+1/2), Usable As Attack (+1); Levitation 
(only negates the effect of gravity -- character can only go up or down, 
and can only drift with the wind; -1/2), No Noncombat 
Movement (-1/4), Loses Effect Over Time (-1/4)
17	[b]Decreased Gravity II:[/b]  Flight 5", Usable Simultaneously (up to 2 people 
at once; +1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), 
Persistent (+1/2); Levitation (only negates the effect of gravity -- 
character can only go up or down, and can only drift with the 
wind; -1/2), No Noncombat Movement (-1/4)
23	[b]Visualize Local Gravity:[/b]  Detect Gravity Waves  15- (Unusual Group), 
Range, Sense, Targeting

[b]Perks[/b]
10	Money:  Wealthy

[b]Skills[/b]
12	+4 with Gravity Powers

5	CK: New York City 14-
9	High Society 16-
5	KS: Aces 14-
9	KS: Cooking 18-
5	KS: Numismatics (coin collecting) 14-
9	PS: Cooking 18-
2	PS: Restaurant Owner 11-
5	Trading 14-

[b]Total Powers & Skill Cost:  411
Total Cost:  480

200+	Disadvantages[/b]
5	Dependence:  Addicted To Ti Malice's 'Kiss' Incompetence: -1 to Skill 
Rolls and related rolls per time increment (Extremely Difficult To 
Obtain, 1 Day)
20	Normal Characteristic Maxima
5	Physical Limitation:  Fat -- he's 6'2" and weighs over 375 lbs 
(Infrequently, Slightly Impairing)
15	Psychological Limitation:  Combat Paralysis, Somewhat Terrified Of 
Dangerous Situations (Make An EGO Roll To Fight Offensively) 
(Common, Strong)
10	Psychological Limitation:  Feels A Sense Of Duty To The Unfortunate, 
Gives To Many Charities (Common, Moderate)
5	Psychological Limitation:  Glutton, Eats Enormous Meals In Order To 
Feel Better (Uncommon, Moderate)
220	[b]Experience Points
480	Total Disadvantage Points[/b]

 

Description: Hiram is positively huge, standing 6'2" and weighing 375 lbs. He is reasonably handsome, bald, and has a full, neatly trimmed beard. He is always well dressed. Hiram is the owner of Aces High, New York's premier restaurant located on the 86th floor of the Empire State Building. He is an excellent cook, and a rather gentle man, if a bit snobbish. He has a good heart, though and donates to many joker charities. Hiram's powers center around his control of gravity. He can increase his own mass, or the mass of other objects, increasing their weight immensely. He can also negate gravity, allowing him self to tip the scales at a mere 30 lbs, float near the ceiling of a room, or cause a foe to float away.

 

Campaign Use and Designer’s Notes: I have given Hiram several powers to represent his control over gravity. The first is TK. Using this power, he can either increase of decrease the mass of an object. In either case, a target should make a STR roll to resist the effects. If Hiram increases someone's mass, they should roll versus his TK to try and move or otherwise act. Since they are grabbed (and Hiram will often try to bear his target to the ground) then their DCV will suffer as well. If making someone lighter, they will have to try and exceeded Hiram's TK to try and get an effective blow in. For example: if some one punches Hiram and he uses 20 STR of TK to reduce their mass, they would need at least 23 STR (or an equivalent mixture of STR, Hand Attack or Martial Arts) to begin to do any damage. The EB and HKA powers represent what happens when Hiram increases one's mass very rapidly. If he does it suddenly enough, he can break bones and rupture organs. Finally, his Flight power comes from making someone so light that they float away from the Earth's surface. This Flight has no real control, and anyone so effected is at the mercy of a strong wind. Although Hiram's powers are 0 END and Persistent, they will slowly fade over time (usually a few hours). Also, extensive use of his powers will tire him, in which case Hiram will promptly eat a large meal in order to restore his lost energy.

 

To make Hiram more of a superhero, give him a more superheroic physique and characteristics.

 

(Hiram Worchester created by George R. R. Martin, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

I think of all Wild Cards characters as Superworld characters first. I read that this was how the series began, though I don't have a reference to back me up now, the timing is right, and as a long term Superworld gamemaster and player (who eventually converted to Champions when it had rules for vehicles etc. and it had become obvious that Superworld was dead in the water and was never going to have such things), I can say that both the design and play of the characters shows every possible Superworld hallmark.

 

One of these quirks is the devastating effect of impact damage. Car wrecks and falls will kill ungodly tough characters, easily. A runaway suburban car or a fall can do triple what a hero might be allowed to do with an energy blast. Stick a Mad Max spike on the front for Impaling damage (yes, this is Runequest), and you can do a really large multiple of what superheroes dish out.

 

Oh yes, vehicle impacts and falling damage in the full version of Superworld are quite nasty. (The original 16-page game from the Worlds of Wonder set wasn't quite as nasty.)

 

If you'll pardon my digression, I thought I'd give folks a short example of how being hit by a car works in Superworld.

 

A basic automobile is a Size (SIZ) 50 object weighing about 2 tons. An average person is SIZ 10-11 (3d6), while average supras are SIZ 13 (2d6+6).

If the automobile is doing about 55 MPH (300 meters/melee round of 12 seconds), the poor person in the way will suffer 20d6 of damage from the impact.

 

In games based upon the old Basic Roleplaying from Chaosium, a character's hit points are derived by averaging their CON and SIZ scores. So an average person will have 10-11 HP, the average supra 13 (Without buying powers like Extra Hit Points).

 

The impact will do an average of 70 points of damage, resulting in the normal having a permanent damage score of 59 or 60, and the supra 57. To avoid death, the characters have to (aside from being taken to an ER) make Luck rolls, at -59 or -60% for the normal and -57% for the supra.

 

Luck comes from a character's Power score (POW × 5), so the normal would have a Luck roll of 50 or 55%, and the supra 65%. The odds of surviving this example aren't good.

 

Even in terms of the Hero System, this can be rather nasty. The normal would have 7 or 8 BODY, the supra would have 10 (using the conversion system from the Superworld Companion), and the automobile would inflict some 39 dice of Move Through damage.

 

An easy (though simple, I'll admit) way is to think of all Superworld damage values as Killing Attacks when looking at them from the Hero System.

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Re: Wild Card's Hero

 

WRAITH

(Jennifer Maloy)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [3]
23	DEX	48	14-	OCV:  8/DCV:  8
14	CON	8	12-
12	BODY	4	11-
18	INT	8	13-	PER Roll 14-
18	EGO	16	13-	ECV:  6
10	PRE	0	11-	PRE Attack:  2d6
18	COM	4	13-

4	PD	1		Total:  4 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
4	SPD	7		Phases:  3, 6, 9, 12
6	REC	0
28	END	0
26	STUN	0		[b]Total Characteristic Cost:  100

Movement:[/b]	Running:	6"/12"
Flight:	7"/14"
Leaping:	2"/4"
Swimming:	2"/4"


[b]Cost	Powers & Skills
Martial Art:[/b]  [i]Fencing[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
5	Lunge	+1	-2	Weapon +4 DC Strike
4	Parry	+2	+2	Block, Abort
4	Prise de Fer	+1	+0	Bind, 23 STR
5	Thrust	+1	+3	Weapon  Strike
0	Weapon Element:  Blades

40	[b]Insubstantial Body:[/b]  Desolidification  (affected by [unknown]), END 4
26	[b]Solidifying Limbs:[/b]  Affects Physical World (+2) for up to 13 Active 
Points of STR, END 3
11	[b]Walking On Air:[/b]  Flight 7"; Linked (Insubstantial Body; Lesser Instant 
Power can be used in any Phase in which greater Constant Power is in 
use; -1/4), END 1
3	[b]Sharp Senses:[/b]  +1 PER with all Sense Groups

[b]Perks[/b]
5	Money:  Well Off

[b]Skills[/b]
4	Computer Programming (Personal Computers) 14-
3	KS: Fencing 13-
4	KS: Literature 14-
0	Language:  English (idiomatic; literate)
4	Language:  French (completely fluent; literate)
3	PS: Reference Librarian 13-
4	PS: Writer 14-
3	Stealth 14-
5	Streetwise 12-
7	Trading 13-
1	WF:  Blades

[b]Total Powers & Skill Cost:  141
Total Cost:  241

100+	Disadvantages[/b]
5	Distinctive Features:  Wears Only A String Bikini When Acting As 
Wraith (Easily Concealed; Noticed and Recognizable; Detectable By 
Commonly-Used Senses)
15	Hunted:  Shadow Fist Society 8- (Mo Pow, NCI, Limited Geographical 
Area (NYC), Capture)
0	Normal Characteristic Maxima
10	Psychological Limitation:  Donates Most Of Her Stolen Earnings To 
Charities (Common, Moderate)
15	Psychological Limitation:  Romantic Who Enjoys Excitement And 
Danger (Common, Strong)
15	Social Limitation:  Secret ID (Jennifer Maloy, sneak-thief) (Frequently, 
Major)
81	[b]Experience Points
241	Total Disadvantage Points[/b]

 

Description: Wraith is very tall (5'11") and very slim (120 lbs). She is long-legged, with slight hips and a small bust. She has blue eyes and short, blond hair. As Wraith she wears a black string bikini and a dark hood. Her ace power is the ability to become insubstantial. When she does so, Wraith becomes a hazy figure, capable of moving through anything. She can also "walk" on air. She has gotten very good at materializing body parts inside other objects, allowing her to pull such tricks as reaching inside a locked safe . Hence, her STR is bought with the "Affects The Real World" advantage. She can only carry up to 10 lbs when becoming insubstantial, which explains her minimal choice of clothing.

 

Campaign Use and Designer’s Notes: Wraith can be used as-is, for low-level superhero settings. Swap her fencing for a more contact-orientated martial art and you can turn her into a more 4-color superhero (err... which means she becomes Kitty Pryde).

 

(Wraith created by John J Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

WYRM

 

[b]Val	CHA	Cost	Roll	Notes[/b]
23	STR	13	14-	Lift 606.3 kg; 4 1/2d6 HTH Damage [2]
20	DEX	30	13-	OCV:  7/DCV:  7
30	CON	40	15-
22	BODY	24	13-
8	INT	-2	11-	PER Roll 11-/16-
9	EGO	-2	11-	ECV:  3
18	PRE	8	13-	PRE Attack:  3 1/2d6
8	COM	-1	11-

10	PD	5		Total:  10 PD (0 rPD)
8	ED	2		Total:  8 ED (0 rED)
4	SPD	10		Phases:  3, 6, 9, 12
11	REC	0
60	END	0
49	STUN	0		[b]Total Characteristic Cost:  127

Movement:[/b]	Running:	6"/12"
Leaping:	4"/8"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
12	[b]Bite:[/b]  HKA 1d6 (2d6 w/STR); Reduced Penetration (-1/4), END 1
64	[b]Paralytic Venom:[/b]  Drain DEX 4d6, Delayed Return Rate (points return 
at the rate of 5 per 5 Minutes; +1/2), Reduced Endurance 
(0 END; +1/2); Linked (Bite; -1/4)
10	[b]Enhanced Sense Of Smell And Taste:[/b]  +5 PER with Smell/Taste Group
10	[b]Enhanced Sense Of Smell And Taste:[/b]  Discriminatory with Smell/Taste 
Group
20	[b]Enhanced Sense Of Smell And Taste:[/b]  Targeting with Smell/Taste 
Group
10	[b]Enhanced Sense Of Smell And Taste:[/b]  Tracking with Smell/Taste Group

[b]Perks[/b]
9	Contact:  Kien Phuc (Contact has extremely useful Skills or resources, 
Contact has significant Contacts of his own, Good relationship with 
Contact) 13-

[b]Skills[/b]
10	+2 with HTH Combat

6	CK: New York City 15-
2	KS: The Shadow Fist Society 11-
0	Language:  English (idiomatic; literate)
2	PS: Bodyguard 11-
3	Stealth 13-
3	Streetwise 13-
13	Tracking 16-

[b]Total Powers & Skill Cost:  174
Total Cost:  301

150+	Disadvantages[/b]
35	Enraged:  Berserk In Combat (Common), go 11-, recover 8-
15	Psychological Limitation:  Loyal To Kein Phuc (Common, Strong)
5	Reputation:  touch, mean, and violent joker/ace, 8-
15	Social Limitation:  Joker (Very Frequently, Minor)
81	[b]Experience Points
301	Total Disadvantage Points[/b]

 

Description: Wyrm is Kien Phuc's bodyguard and right hand man. He is very tall, very strong, and very tough. He looks like a scaleless humanoid reptile. He can inject a paralytic poison with his bite, and his tongue is sensitive enough to track someone long after they have left the area.

 

Campaign Use and Designer’s Notes: Wyrm be used in street-level Dark Champions styled game, as a post-apocalyptic mutant, a Star Hero alien, or even as a Fantasy Hero lizard man.

 

(Wyrm created by John J Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

WYUNGARE

(Warreen)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [3]
18	DEX	24	13-	OCV:  6/DCV:  6
18	CON	16	13-
14	BODY	8	12-
14	INT	4	12-	PER Roll 14-
18	EGO	16	13-	ECV:  6
15	PRE	5	12-	PRE Attack:  3d6
16	COM	3	12-

6	PD	3		Total:  6 PD (0 rPD)
5	ED	1		Total:  5 ED (0 rED)
4	SPD	12		Phases:  3, 6, 9, 12
7	REC	0
36	END	0
30	STUN	0		[b]Total Characteristic Cost:  95

Movement:[/b]	Running:	8"/16"
Leaping:	2"/4"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
47	[b]Entering The Dreamtime:[/b]  Extra-Dimensional Movement (Single 
Dimension, Any Location corresponding to current physical location), 
x2 Increased Weight, Safe Blind Travel (+1/4), Reduced Endurance 
(0 END; +1/2)
4	[b]Fast On His Feet:[/b]  Running +2" (8" total)	1
6	[b]Sharp Senses:[/b]  +2 PER with all Sense Groups

[b]Skills[/b]
5	AK: Australia 14-
6	AK: The Dreamtime 15-
5	KS: The Dreamtime 14-
0	Language:  Aboriginal tribal tongue (idiomatic)
5	Language:  English (idiomatic; literate)
8	Survival (Desert) 15-
4	WF:  Boomerangs and Throwing Clubs, Handguns, Javelins and Thrown 
Spears, Polearms and Spears

[b]Total Powers & Skill Cost:  90
Total Cost:  185

75+	Disadvantages[/b]
10	Money:  Destitute
0	Normal Characteristic Maxima
10	Psychological Limitation:  Desires The Return Of Aboriginal Lands 
(Common, Moderate)
10	Psychological Limitation:  Sense Of Duty To The Aborigine People 
(Common, Moderate)
80	[b]Experience Points
185	Total Disadvantage Points[/b]

 

Description: Wyungare is an Australian aborigine. He stands 5'9" tall and weighs 135 lbs, with a well muscled frame. He has dark skin, dark eyes, curly black hair and a broad flat nose. His Wild Card talent allows him to enter the Dreamtime (the land that is the aboriginal origin of all things), and even to take others there. Other creatures inhabit the Dreamtime, either beings created by the wild card or the creations of these wild card beings themselves.

 

Campaign Use and Designer’s Notes: Wyungare is a walking plot device, allowing the GM to set up adventures in the Dreamtime (which can be a very, very strange place). Just increase Wyungare’s weight allowance to do it.

 

(Wyungare created by Edward Bryant, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

YEOMAN

(Daniel Brennan)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
26	DEX	48	14-	OCV:  9/DCV:  9
20	CON	20	13-
15	BODY	10	12-
14	INT	4	12-	PER Roll 16-
23	EGO	26	14-	ECV:  8
20	PRE	10	13-	PRE Attack:  4d6
10	COM	0	11-

7	PD	4	Total:  7 PD (0 rPD)
6	ED	2	Total:  6 ED (0 rED)
5	SPD	14	Phases:  3, 5, 8, 10, 12
8	REC	2
40	END	0
33	STUN	0	[b]Total Characteristic Cost:  145

Movement:[/b]	Running:	10"/20"
Leaping:	3"/6"
Swimming:	2"/4"

[b]Cost	Powers & Skills
Martial Art:[/b]  [i]Karate[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block	+2	+2	Block, Abort
4	Disarm	-1	+1	Disarm; 25 STR to Disarm
4	Dodge	--	+5	Dodge, Affects All Attacks, Abort
3	Legsweep	+2	-1	4d6 Strike, Target Falls
4	Punch/Snap Kick	+0	+2	5d6 Strike
5	Side/Spin Kick	-2	+1	7d6 Strike

22	Multipower, 45-point reserve, all slots OAF (-1)
2u	1)  [b]Broadhead Arrows:[/b]  RKA 2d6, 12 Recoverable Charges (+1/4); 
OAF (-1), [12 rc]
1u	2)  [b]Explosive Arrows:[/b]  EB 6d6, Explosion (+1/2); 4 Charges (-1), 
OAF (-1), [4]

8	[b]Swift Of Foot:[/b]  Running +4" (10" total), END 1
12	[b]Sharp Senses:[/b]  +4 PER with all Sense Groups

[b]Perks[/b]
4	Contacts (4 points' worth)
0	Fringe Benefit:  Military Rank

[b]Skills[/b]
16	+2 with All Combat
6	+2 with Compound Bow
1	Penalty Skill Levels:  +1 vs. Range Modifier with Multipower; OAF 
(bow; -1)
10	+2 with all Intellect Skills

3	Breakfall 14-
3	Combat Piloting (helicopters) 14-
3	Demolitions 12-
11	Fast Draw (bow) 18-
2	PS: Soldier 11-
3	Paramedics 12-
5	Persuasion 14-
5	Stealth 15-
7	Streetwise 15-
2	Survival (Temperate/Subtropical Forests) 12-
4	TF:  Common Motorized Ground Vehicles, Helicopters, Parachuting, 
Advanced, Parachuting, Basic
3	Tactics 12-
3	Tracking 12-
4	WF:  Small Arms, Blades, Bows
14	Weaponsmith (Muscle-Powered Ranged) 18-
3	Scholar
3	1)  KS: Horticulture 13-
4	2)  KS: Philosophy 14-
1	3)  KS: The Military/Mercenary/Terrorist World 11-
1	4)  KS: US Army History And Customs 11-
4	5)  KS: Zen Archery 14-
3	Linguist
1	1)  Language:  Cantonese (basic conversation)
0	2)  Language:  English (idiomatic; literate)
2	3)  Language:  French (completely fluent)
1	4)  Language:  Japanese (fluent conversation)
1	5)  Language:  Spanish (basic conversation)
3	6)  Language:  Vietnamese (idiomatic)

[b]Total Powers & Skill Cost:  205
Total Cost:  350

200+	Disadvantages[/b]
15	Hunted:  Shadow Fist Society 8- (Mo Pow, NCI, Limited Geographical 
Area, Harshly Punish)
15	Psychological Limitation:  Hunting Kien Phuc (Common, Strong)
15	Psychological Limitation:  Justice, Not Law (Common, Strong)
20	Psychological Limitation:  Loyal To Friends And Allies (Common, Total)
15	Social Limitation:  Secret ID (Daniel Brennan, US Army deserter) 
(Frequently, Major)
70	[b]Experience
350	Total Disadvantage Points[/b]

 

Description: Yeoman is the Batman of the Wild Card's universe. He’s of average height, standing 5'10" and weighs a muscular 175 lbs. Yeoman has coarse black hair, dark eyes, and dark tanned skin. He normally dresses very casually, although when operating as Yeoman he wears a face mask (and leaves the Ace of Spades as a calling card on or near his victims). Yeoman got his start in the late 60's in Vietnam. There is where he first met Kien Phuc (see) and first learned of Kien's criminal activities (which included selling secrets to the North Vietnamese). Yeoman's attempts to expose Kien resulted in the death of Yeoman's wife, as well as the deaths of the men in his command. Since the fall of Saigon occurred soon after, Yeoman stayed in Asia, eventually traveling to Japan to join a monastery where he learned Zen and perfected his archery skill. Returning to America in the mid-80's, Yeoman again encountered Kien, now in New York City, and resumed his vendetta.

 

Campaign Use and Designer’s Notes: Yeoman's stats are far beyond what most people would expect from a "normal." It should be pointed out Yeoman's GURPS stats are similarly quite high, and he is highly trained and very competent. At 350 points he doesn’t really need any changes to make him a starting superhero (especially of the Dark Champions variety), although you could get some points back by lowering some of his skills down to 14- (and pumping he points into either better defenses or more levels).

 

(Yeoman created by John J Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

Okay, that's everyone except for Whisperer, who needs to be cleaned up with a 5th Edition version of a "Cause Disease" power.

 

Next, I'll start presenting the Aces Abroad characters, who are much lesser quality than the official characters (although some AA characters are official).

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Re: Wild Card's Hero

 

Very nice work, I'm really impressed. I think if I were to write up Yeoman, I'd throw out the GRUPS stats and give him normal human stats.

 

I was wondering if you considered giving him Mental Defense? He was able to kick Fortunato out of his head. Maybe Yeoman's 23 EGO would be enough for that?

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Re: Wild Card's Hero

 

I've only got the Wild Cards comics published under the Epic label in 1990 to go by in my collection, so I'll not claim this is definitive...

 

"Out of every hundred people the virus touched, ninety died. Of the remaining ten, nine became monstrous jokers. But one out of a hundred became an ace[.]"

 

I'd have to presume the deuces are included in the remaining 1% (the comics don't use the term), so we've got a 90% / 9% / 1% split.

 

actually:

 

its 100 people. 90 dead. 9 Jokers. 1 Ace. no Deuces.

 

there was one 'Super-normal' -- the Yeoman, who's up there: Because he's super-Normal, I'd give him Norma Cha maxima and add some CSLs and Mental Defense rather than DEX 26 and EGO 23.

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