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Wild Card's Hero


Susano

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Re: Wild Card's Hero

 

Campaign Use and Designer’s Notes: The Envoy’s power is pretty scary. He can sway a whole room of people and ask them to do all sorts of foolish things, and they’ll go along with it (because “they agree” with his “suggestions.”) However, a 43” Radius might be a bit much, but seeing as his power can be disrupted by wind and the like, I doubt he’d ever be able to actually affect everyone in such an area. You could apply some sort of “Reduced By Range” Limitation, to reflect the further away you are, the less you’re affected.

 

(this write up is for the 1950's version of The Envoy)

 

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

 

This is really some awesome work, Susano!

 

Would a "Must acheive the "target thinks it's his own idea" level be an appriopriate limitation for this power or would that fall under Fully Invisible?

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Re: Wild Card's Hero

 

This is really some awesome work, Susano!

 

Would a "Must acheive the "target thinks it's his own idea" level be an appriopriate limitation for this power or would that fall under Fully Invisible?

 

By Steve's current take on the rules, "Target thinks actions were his own idea" seems to be required. The only time I can remember the Envoy's victims realizing he'd been controlling them is with HUAC, and they may have known the basics of what he could do before he sat down.

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Re: Wild Card's Hero

 

By Steve's current take on the rules' date=' "Target thinks actions were his own idea" seems to be required. The only time I can remember the Envoy's victims realizing he'd been controlling them is with HUAC, and they may have known the basics of what he could do before he sat down.[/quote']

 

Actually, there was someone else (a political figure) who he talked into leaving his country and going into exile. And the moment the Envoy left, the guy was back on a plane and trying to get back home. "What was I doing?" is apparently a common reaction. However, at the time, you're all for his suggestions.

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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'm trying to find a more solid reference, but I recall it being fatal 90% of the time, 9% of the time, you draw the joker*, and the remaining 1% are (a) not deformed, and (B) gain some power. That last 1% includes both aces and deuces, with deuces being far more prominent.

 

* There are jokers who are almost aces - Troll (the guard at the Jokertown clinic) would be an ace, were it not for his appearance. And likewise, Peregrine is technically a joker/ace - though the angelic wings aren't considered a "deformity" because they are aesthetically pleasing, they are not functional; she flies via a form a telekinesis.

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Re: Wild Card's Hero

 

From http://www.wildcardsonline.com/origins.html :

Of those who came into contact with the virus, the lucky 1% with paranormal powers became Aces, the unlucky 9% with freakish deformities were Jokers, while the really unlucky 90% who simply died on contact with the virus were said to have drawn the Black Queen. In addition, there were the Deuces - those almost-Aces who slipped between the cracks and possessed only minor or negligible powers.

EDIT: If you go to that site and follow the Characters link, it appears that each entry has some info that could be added to the background info.

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  • 2 weeks later...

Re: Wild Card's Hero

 

If I remember Surfbrook wrote up some of the WILD CARDS?

 

That would be me, yes.

 

I'll be getting back to my revisions this week. Most everyone is been through the HD editor, now I need to add the additional fluff text and start posting. A few people are on hold until I can check various official Hero books for power builds.

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Re: Wild Card's Hero

 

DEMISE

(James Spector)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
9	STR	-1	11-	Lift 87.1 kg; 1 1/2d6 HTH Damage [1]
18	DEX	24	13-	OCV:  6/DCV:  6
15	CON	10	12-
20	BODY	20	13-
14	INT	4	12-	PER Roll 12-
14	EGO	8	12-	ECV:  5
10	PRE	0	11-	PRE Attack:  2d6
10	COM	0	11-

4	PD	2		Total:  4 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
3	SPD	2		Phases:  4, 8, 12
5	REC	0
30	END	0
33	STUN	0		[b]Total Characteristic Cost:  70

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

[b]Cost	Powers & Skills[/b]
105	[b]Death Stare:[/b]  Multipower, 210-point reserve, all slots Eye Contact 
Required (-1/2), Normal Range (power has a range of roughly 
3-4'; -1/4), Does Not Provide Mental Awareness (-1/4)
10u	1)  [b]Death Stare:[/b]  Ego Attack 6d6 (Human class of minds), Reduced 
Endurance (0 END; +1/2), Does BODY (+1), Continuous (+1); Eye 
Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), 
Normal Range (power has a range of roughly 3-4'; -1/4)
4u	2)  [b]Stun Stare:[/b]  Ego Attack 6d6, Reduced Endurance (0 END; +1/2); 
Eye Contact Required (-1/2), Does Not Provide Mental 
Awareness (-1/4), Normal Range (power has a range of roughly 
3-4'; -1/4)

44	[b]Locking Gaze:[/b]  Mind Control 14d6 (Human class of minds), 
Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Eye Contact 
Required (-1/2), No Range (-1/2), Set Effect (look at me; -1/2), Does 
Not Provide Mental Awareness (-1/4)
10	[b]Ace Toughness:[/b]  Physical Damage Reduction, Resistant, 25%; STUN 
Only (-1/2)
23	[b]Increased Metabolism:[/b]  Healing 1 BODY, Can Heal Limbs, Resurrection, 
Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time 
(Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2)
10	[b]Increased Metabolism:[/b]  LS  (Immunity: All terrestrial diseases and 
biowarfare agents)

[b]Skills[/b]
12	+4 with Death Stare Multipower

3	PS: Accountant 12-
3	SS:  Accounting 12-
3	Shadowing 12-
3	Stealth 13-
7	Streetwise 13-
1	WF:  Handguns

[b]Total Powers & Skill Cost:  238
Total Cost:  308

150+	Disadvantages[/b]
10	Distinctive Features:  Tall, Skinny And Seedy Looking (Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)
20	Normal Characteristic Maxima
15	Psychological Limitation:  Bad/Short-Tempered, Tends To Kill Those 
Who Irritate Him (Common, Strong)
15	Psychological Limitation:  Casual Killer, Will Kill For The Slightest 
Reason (Common, Strong)
10	Psychological Limitation:  Impulsive, Will Often Kill First Worry About It 
Later (Common, Moderate)
10	Psychological Limitation:  Paranoid, Afraid Of Death, Tachyon, And The 
Astronomer (Uncommon, Strong)
15	Reputation:  Demise, killer for hire, 11- (Extreme)
63	[b]Experience Points
308	Total Disadvantage Points[/b]

 

Description: Demise is on of the more lethal characters in the Wild Cards universe. He's tall, standing about 6' in height, and thin, weighing 150 lbs. He has stringy brown hair, a ragged mustache and a permanently disheveled look to him. He died from the virus but was revived by an experimental process of Tachyon's. After spending 6 months in an IC unit, he managed to recover some of his sanity. It was at this time that Demise learned of his new power, the ability to project the "memory of his death" into a target, killing them almost instantly. He can also choose to simply stun someone as well. Demise must be within a few feet of his target and must be able to see their eyes (mirror shades will stop this power). Since he usually hits his targets by surprise (most don't know what to expect), this is not usually a problem. It should be noted that Demise, having died once, has little in the way of moral restraint.

 

Campaign Use and Designer’s Notes: Demise is very, very dangerous. Game Masters should use him with care, as he can easily kill most normals, NPCs, and DNPCs with ease. That said, he’d work well in a dark supers setting, or in a Dark Champions setting. He’d also do well in a Horror Hero setting (in which he’s more undead and is seeking those who killed him), or as a Fantasy Hero character (in which his death stare is either a curse or an infernal gift). Game Master may want to increase his STR, SPD, and Defenses to make him more of a threat (or not, as his Regenerative Healing does enable him to come back from most anything).

 

(Demise created by Walter Simons, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

FADEOUT

(Philip Cunningham)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [3]
16	DEX	18	12-	OCV:  5/DCV:  5
15	CON	10	12-
13	BODY	6	12-
18	INT	8	13-	PER Roll 13-/16-
14	EGO	8	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
18	COM	4	13-

6	PD	3		Total:  6 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
4	SPD	14		Phases:  3, 6, 9, 12
6	REC	0
30	END	0
28	STUN	0		[b]Total Characteristic Cost:  80

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

[b]Cost	Powers & Skills
Martial Art:[/b]  [i]Kung Fu[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block	+2	+2	Block, Abort
4	Dodge	--	+5	Dodge, Affects All Attacks, Abort
4	Escape	+0	+0	28 STR vs. Grabs
5	Kick	-2	+1	6 1/2d6 Strike
3	Legsweep	+2	-1	3 1/2d6 Strike, Target Falls
4	Punch	+0	+2	4 1/2d6 Strike

30	Invisibility to Sight Group , Reduced Endurance (0 END; +1/2)
3	Sharp Hearing:  +3 PER with Normal Hearing

[b]Perks[/b]
8	Contact:  Kien Phuc (Contact has extremely useful Skills or resources, 
Contact has significant Contacts of his own, Good relationship with 
Contact) 12-
5	Money:  Well Off

[b]Skills[/b]
5	+1 with Interaction Skills

3	Breakfall 12-
3	High Society 12-
2	KS: Kung Fu 11-
3	KS: Shadow Fist Society 13-
4	KS: Yoga 14-
0	Language:  English (idiomatic; literate)
7	Lockpicking 14-
3	Persuasion 12-
3	Security Systems 13-
11	Stealth 16-
5	Streetwise 13-

[b]Total Powers & Skill Cost:  119
Total Cost:  199

100+	Disadvantages[/b]
10	Hunted:  Shadow Fist Society 11- (Mo Pow, NCI, Limited Geographical 
Area (NYC), Watching)
0	Normal Characteristic Maxima
15	Psychological Limitation:  Greedy (Common, Strong)
15	Psychological Limitation:  Very Ambitious (Common, Strong)
59	Experience Points
199	Total Disadvantage Points

 

Description: Fadeout is tall and athletic, standing 6' and weighing 170 lbs. He is blond and blue eyed, with handsome features and excellent taste in clothing. His power is the ability to turn invisible. The "fringe" effect on his invisibility is not a fringe outlining his body, but the fact that he must keep his eyes visible in order to see. He can make his eyes invisible, and lose the fringe effect, but he will also be blind as well (This is not bought on his character sheet as the "No Fringe" adder is balanced out by his blindness).

 

Campaign Use and Designer’s Notes: Fadeout is one of several “one-trick pony” characters you’ll find in Wild Cards. That said, he’s still rather useful and well designed, especially if you’re looking for a number of low-powered street-level characters for your campaign. However, you might want to up his STR to 15, his DEX just a bit and maybe give him some CSLs with his Kung Fu.

 

(Fadeout created by George R R Martin, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

FANTASY

(Asta Lenser)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
11	STR	1	11-	Lift 114.9 kg; 2d6 HTH Damage [2]
18	DEX	24	13-	OCV:  6/DCV:  6
13	CON	6	12-
11	BODY	2	11-
14	INT	4	12-	PER Roll 12-
13	EGO	6	12-	ECV:  4
10	PRE	0	11-	PRE Attack:  2d6
16	COM	3	12-

3	PD	1		Total:  3 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
3	SPD	2		Phases:  4, 8, 12
5	REC	0
26	END	0
24	STUN	0		[b]Total Characteristic Cost:  49

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

[b]Cost	Powers & Skills[/b]
49	[b]Mesmerism:[/b]  Mind Control 14d6 (Human class of minds), 
Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), 
Reduced Endurance (0 END; +1/2), Area Of Effect 
(32" Radius; +1 1/4); Gestures, Requires Gestures throughout 
(Requires both hands; must dance to maintain power; -1), 
No Range (-1/2), Set Effect (you want me; -1/2), Limited Class Of 
Minds (men only; -1/2), Stops Working If Mentalist Is Stunned (-1/2), 
Only Affects Those Who Can See Fantasy As She Dances (-1/2), Does 
Not Provide Mental Awareness (-1/4), Extra Time (Full Phase, Only to 
Activate, -1/4)

[b]Skills[/b]
8	+4 with Mesmerism

3	Conversation 11-
3	High Society 11-
4	KS: Dance 13-
5	KS: Shadow Fist Society 14-
0	Language:  English (idiomatic; literate)
5	PS: Ballet Dancer 15-
9	Seduction 14-

[b]Total Powers & Skill Cost:  86
Total Cost:  135

75+	Disadvantages[/b]
25	Dependence:  cocaine Incompetence: -1 to Skill Rolls and related rolls 
per time increment (Extremely Difficult To Obtain, Addiction)
10	Hunted:  Shadow Fist Society 11- (Mo Pow, NCI, Limited Geographical 
Area (NYC), Watching)
0	Normal Characteristic Maxima No Age Restriction
10	Psychological Limitation:  Bad Tempered (Common, Moderate)
15	Psychological Limitation:  Greedy (Common, Strong)
15	Psychological Limitation:  Lecherousness (Common, Strong)
[b]150	Total Disadvantage Points[/b]

 

Description: Fantasy is a ballet dancer for the American Ballet Theater. She's 5'5" tall and weighs 110 lbs. She has the power to mesmerize men when she dances. She works for Kien Phuc as a spy (and his occasional mistress). He, in return, keeps her supplied with money and cocaine. Fantasy is quite amoral and very much a hedonist.

 

Campaign Use and Designer’s Notes: Fantasy could be used in any number of settings, especially Fantasy Hero ones, where she could be a form of Fae, or a variant of the classic Siren.

 

(Fantasy created by Melinda Snodgrass, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

FATHER SQUID

 

[b]Val	CHA	Cost	Roll	Notes[/b]
33	STR	36	16-	Lift 2425.1 kg; 6 1/2d6 HTH Damage [7]
14	DEX	12	12-	OCV:  5/DCV:  5
23	CON	32	14-
16	BODY	12	12-
14	INT	4	12-	PER Roll 12-
14	EGO	8	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
6	COM	-2	10-

10/13	PD	5		Total:  10/13 PD (0/3 rPD)
6/9	ED	1		Total:  6/9 ED (0/3 rED)
4	SPD	16		Phases:  3, 6, 9, 12
12	REC	0
46	END	0
45	STUN	0		[b]Total Characteristic Cost:  129

Movement:[/b]	Running:	10"/20"
Leaping:	6"/12"
Swimming:	3"/6"

[b]Cost	Powers & Skills[/b]
9	[b]Thick Skin:[/b]  Armor (3 PD/3 ED)
8	[b]Increased Speed:[/b]  Running +4" (10" total), END 1
1	[b]Amphibious Body:[/b]  Swimming +1" (3" total), END 1
10	[b]Amphibious Body:[/b]  LS  (Self-Contained Breathing), 1 Recoverable 
Continuing Charge lasting 1 Hour (+0), [1 rc]

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

[b]Skills[/b]
6	+2 with Block, Disarm, Punch

2	CK: Jokertown 11-
7	Demolitions 14-
1	KS: The Military/Mercenary/Terrorist World 8-
6	KS: Theology 15-
1	KS: US Army History And Customs 8-
0	Language:  English (idiomatic; literate)
3	Language:  Latin (church) (fluent conversation; literate)
5	Oratory 13-
2	PS: Priest 11-
1	PS: US Army Soldier 8-
3	Paramedics 12-
3	Streetwise 12-
2	Survival (Tropical Forests) 12-
3	Tactics 12-
3	WF:  Small Arms, Knives

[b]Total Powers & Skill Cost:  82
Total Cost:  211

100+	Disadvantages[/b]
10	Distinctive Features:  Smells Faintly Of The Sea (Concealable; Noticed 
and Recognizable; Detectable By Commonly-Used Senses)
0	Normal Characteristic Maxima
10	Psychological Limitation:  Secretive About His Past (Common, 
Moderate)
15	Psychological Limitation:  Sense Of Duty To Help All Jokers (Common, 
Strong)
15	Social Limitation:  Joker (Very Frequently, Minor)
61	[b]Experience Points
211	Total Disadvantage Points[/b]

 

Description: Father Squid stands about 6' tall and is very broad, weighing close to 270 lbs. He is gray skinned, with large hands lined with vestigial suckers. Instead of a nose he has a short fall of tentacles. He is always dressed in the manner of a priest and smells faintly like the ocean. Father Squid's powers include immense physical strength and the ability to remain underwater for extended periods of time.

 

Although Father Squid doesn’t speak of his past, it is obvious from the stories he served in Vietnam in an all-joker military unit.

 

Campaign Use and Designer’s Notes: Remove his joker features (or, at least his nose), and you have an excellent water-based mutant superhero. Father Squid could also be used in a Fantasy Hero or Post-Apocalypse Hero campaign, as either the son of a mermaid or as post-apocalypse mutant.

 

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

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Re: Wild Card's Hero

 

Demise's regeneration is tricky. It does take him a while to, say, regrow lost limbs. On the other hand, he never seems to be in danger of bleeding to death. In a campaign where the Bleeding rules are enforced, I'd suggest giving him 2 Body per minute regeneration rather than 1, with GM fiat saying that the first Regeneration cycle stopped any bleeding.

 

Also, as an option, I'd consider some sort of Mental damage shield. Tachyon never had a problem, but Puppet Man risked killing himself just by contacting Demise's mind (though he also found the pain that filled Demise "delicious").

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Re: Wild Card's Hero

 

DOCTOR BRADLY LATOUR FINN

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6kg; 2 1/2d6 [3]
17	DEX	21	12-	OCV:  6/DCV:  6
15	CON	10	12-
13	BODY	6	12-
15	INT	5	12-	PER Roll 12-
11	EGO	2	11-	ECV:  4
13	PRE	3	12-	PRE Attack:  2 1/2d6
16	COM	3	12-

4	PD	1	Total:  4 PD (0 rPD)
3	ED	0	Total:  3 ED (0 rED)
3	SPD	3	Phases:  4, 8, 12
6	REC	0
30	END	0
28	STUN	0	[b]Total Characteristic Cost:  57

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

[b]Cost	Powers & Skills[/b]
15	[b]Hooves:[/b]  HA +3d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand 
Attack (-1/2)
4	[b]Horse's Legs:[/b]  Running +2" (8" total), END 1

[b]Perks[/b]
1	Fringe Benefit:  Licensed Doctor
5	Money:  Well Off

Skills
2	CK: Jokertown 11-
3	Conversation 12-
3	Forensic Medicine 12-
3	KS: Medicine 12-
0	Language:  English (idiomatic; literate)
3	Paramedics 12-
3	Persuasion 12-
5	PS: Doctor 14-
3	SS:  Medicine 12-
3	SS:  Psychology 12-

[b]Total Powers & Skill Cost:  53
Total Cost:  110

50+	Disadvantages[/b]
0	Normal Characteristic Maxima
15	Physical Limitation:  Horse's Body (Frequently, Greatly Impairing)
[b]Notes:[/b]  Although Dr. Finn is not as large as a full-grown horse (and 
thus doesn't have the "Large" Limitation), his horse's body presents 
numerous issues (such as size, weight, shape, and so on) when he 
attempts to interact with the rest of the world. This is why the 
Limitation is bought the way it is, and nets Dr. Finn more points than 
the "Large" Limitation normally does.
10	Psychological Limitation:  Impulsive (Common, Moderate)
15	Psychological Limitation:  Sense Of Duty To Jokers And The Jokertown 
Clinic (Common, Strong)
15	Social Limitation:  Joker (Very Frequently, Minor)
5	[b]Experience Points
110	Total Disadvantage Points[/b]

 

Description: Dr. Finn works at the Jokertown Clinic. He is a joker himself; a palomino-colored centaur with blue eyes and curly white hair. He also has a long white, floor-length tail of which he is very proud. Dr. Finn is a young, well-adjusted man, and an excellent doctor. His medical skills are a great asset to the clinic, as is his easy-going bedside manner.

 

Campaign Use and Designer’s Notes: Doctor Finn is another one of those setting-specific characters, although you could wrangle him into a Star Hero setting featuring custom-built bodies or as a healer in a Fantasy Hero game (where he’d be a real centaur).

 

(Dr. Bradly Latour Finn created by Melinda Snodgrass, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

FORTUNATO

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [1]
18	DEX	24	13-	OCV:  6/DCV:  6
16	CON	12	12-
14	BODY	8	12-
23	INT	13	14-	PER Roll 14-
28	EGO	36	15-	ECV:  9
20	PRE	10	13-	PRE Attack:  4d6
14	COM	2	12-

5	PD	2		Total:  5 PD (0 rPD)
5	ED	2		Total:  5 ED (0 rED)
4/12	SPD	12		Phases:  3, 6, 9, 12/
			1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
6	REC	0
32/152	END	0
30	STUN	1		[b]Total Characteristic Cost:  125

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

[b]Cost	Powers & Skills[/b]
220	[b]Telepathic/Telekinetic Powers:[/b]  Variable Power Pool, 100 base + 120 
control cost, No Skill Roll Required (+1), Powers Can Be Changed As A 
Zero-Phase Action (+1); Limited Class Of Powers Available (telepathic/
telekinetic effects; -1/4)

[b]Martial Art:[/b]  [i]Karate[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block	+2	+2	Block, Abort
4	Disarm	-1	+1	Disarm; 23 STR to Disarm
4	Dodge	--	+5	Dodge, Affects All Attacks, Abort
3	Legsweep	+2	-1	3 1/2d6 Strike, Target Falls
4	Punch/Snap Kick	+0	+2	4 1/2d6 Strike
5	Side/Spin Kick	-2	+1	6 1/2d6 Strike

53	[b]Slowing Time:[/b]  +8 SPD; Costs Endurance (-1/2), END 8
16	[b]Mana Reserve:[/b]  +120 END; Extra Time (1 Hour, Only to Activate, 
Character May Take No Other Actions, tantric ritual; -1 3/4), Gestures, 
Requires Gestures throughout (Requires both hands; tantric ritual; -1)
10	[b]Strong Will:[/b]  Mental Defense (16 points total)

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

[b]Skills[/b]
12	+4 with Telepathic/Telekinetic Powers

2	CK: New York City 11-
5	High Society 14-
3	KS: Occultism 14-
3	KS: Sexual Techniques 14-
0	Language:  English (idiomatic; literate)
5	Language:  Japanese (idiomatic; literate)
3	PS: Pimp 14-
3	PS: Sexual Techniques 14-
3	SS:  Accounting 14-
5	Seduction 14-
7	Streetwise 15-
5	Trading 14-
1	WF:  Handguns

[b]Total Powers & Skill Cost:  390
Total Cost:  515

200+	Disadvantages[/b]
30	DNPC:  his geisha 11- (Normal; Group DNPC: x8 DNPCs)
10	Distinctive Features:  bulging forehead (Concealable; Noticed and 
Recognizable; Detectable By Commonly-Used Senses)
10	Hunted:  The Astronomer 8- (Mo Pow, Limited Geographical Area, 
Harshly Punish)
15	Psychological Limitation:  Impulsive, Tends To Be Reckless In Combat 
(Common, Strong)
15	Psychological Limitation:  Protective Of His Women (Common, Strong)
15	Psychological Limitation:  Tends To Avoid The Outside World, Tries To 
Stay To Himself (Common, Strong)
5	Reputation:  pimp, 8-
215	[b]Experience Points
515	Total Disadvantage Points[/b]

 

Description: Fortunato is a middle-aged man who stands 6'4" and weighs 170 lbs. Of Japanese-Negro parentage, he has light brown skin, black hair, and eyes with epicanthic folds. He normally dresses in fine suits or kimonos decorated with mystical symbols. Fortunato's wild card has granted him immense telepathic powers. He can control minds, fly, create force walls, throw mental blasts, read the future (and the past), slow time (his SPD increase), and generally has a whole host of powers to call upon. Tachyon states that he is Earth's most powerful mental/telepathic wild card (Starshine may be the most powerful non-mental). Fortunato derives all his power from tantric "sex" magic. Tantric rituals feed his END Reserve, which then allow him to utilize his power pool.

 

Campaign Use and Designer’s Notes: The easiest way to port Fortunato over to your typical supers setting is to simply drop the wild card part of his origin, and make him a genuine sorcerer. This enables you to drop him into Champions, Fantasy Hero, and urban fantasy settings with ease.

 

(Fortunato created by Lewis Shiner, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

ROSA MARIA GAMBIONE

(Rosemary Muldoon)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
9	STR	-1	11-	Lift 87.1 kg; 1 1/2d6 HTH Damage [2]
10	DEX	0	11-	OCV:  3/DCV:  3
13	CON	6	12-
11	BODY	2	11-
15	INT	5	12-	PER Roll 12-
11	EGO	2	11-	ECV:  4
13	PRE	3	12-	PRE Attack:  2 1/2d6
14	COM	2	12-

3	PD	1		Total:  3 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
2	SPD	0		Phases:  6, 12
5	REC	0
26	END	0
23	STUN	0		[b]Total Characteristic Cost:  20

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

[b]Cost	Powers & Skills
Perks[/b]
18	Contact:  Mafia (Contact has extremely useful Skills or resources, 
Contact has significant Contacts of his own, Contact limited by identity, 
Good relationship with Contact), Organization Contact (x3) 11-
2	Deep Cover (Rosemary Muldoon)
4	Fringe Benefit:  District Attorney, License to practice law
5	Fringe Benefit:  Organized crime group overall leader (head of the 
Gambione family)

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

3	Acting 12-
3	Bureaucratics 12-
5	CK: New York City 14-
3	Conversation 12-
3	Deduction 12-
3	High Society 12-
3	Interrogation 12-
3	KS: Law 12-
5	KS: Mafiosi Of New York City 14-
3	KS: Politics 12-
0	Language:  English (idiomatic; literate)
2	Language:  Italian (fluent conversation)
2	PS: District Attorney 11-
3	Persuasion 12-
3	Streetwise 12-
1	WF:  Handguns

[b]Total Powers & Skill Cost:  84
Total Cost:  104

50+	Disadvantages[/b]
0	Normal Characteristic Maxima
10	Psychological Limitation:  Sense Of Duty To Her Mafia Family 
(Common, Moderate)
10	Psychological Limitation:  Sense Of Duty To The DA's Office (Common, 
Moderate)
20	Social Limitation:  Secret Identity (Member Of the Mafia, Head Of The 
Gambione Family) (Frequently, Severe)
14	[b]Experience Points
104	Total Disadvantage Points[/b]

 

Description: Rosa is the secret head of the Gambione family, one of the more powerful Mafia families. She is also an assistant district attorney. She become head of the Gambiones during the 1986 Wild Card Day. Realizing that the male-dominated Mafia would never accept a as woman Don, she used Christopher Mazzuchelli as her mouthpiece, having him pass on her orders. Rosa, under her alias of Rosemary Muldoon, tried to use her office to shield the Mafia form attacks, but failed, as Kein Phuc and the Shadow Fists declared war on the Mafia, slaughtering several Dons and eventually driving Rosa out of New York. Rosa now lives in the Gambione stronghold of Cuba. Her last act before leaving New York was to arrange the death of Mazzuchelli, who had tried to have her eliminated in an attempt to take over the Gambiones himself.

 

Campaign Use and Designer’s Notes: Rosa is an instant Dark Champions plot waiting to happen. Just add a small army of mooks.

 

(Rosa Maria Gambione created by Leanne C. Harper, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

GIMLI

(Tom Miller)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [4]
15	DEX	15	12-	OCV:  5/DCV:  5
20	CON	20	13-
15	BODY	10	12-
14	INT	4	12-	PER Roll 12-
14	EGO	8	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3 1/2d6
10	COM	0	11-

8	PD	4		Total:  8 PD (0 rPD)
6	ED	2		Total:  6 ED (0 rED)
3	SPD	5		Phases:  4, 8, 12
8	REC	0
40	END	0
35	STUN	0		[b]Total Characteristic Cost:  86

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

[b]Cost	Powers & Skills
Perks[/b]
9	Contact:  Jokers for a Just Society (Good relationship with Contact), 
Organization Contact (x3) 11-

[b]Skills[/b]
3	+1 with Block, Grab, Punch

2	CK: Jokertown 11-
4	KS: Politics 13-
0	Language:  English (idiomatic; literate)
2	PS: Rabble Rouser 11-
3	Persuasion 13-
3	Streetwise 13-
1	WF:  Handguns

[b]Total Powers & Skill Cost:  27
Total Cost:  113

50+	Disadvantages[/b]
0	Normal Characteristic Maxima
5	Physical Limitation:  Dwarfism (4' tall, 130 lbs) (Infrequently, Slightly 
Impairing)
10	Psychological Limitation:  Bad Tempered (Common, Moderate)
10	Psychological Limitation:  Despises "Normals" (Common, Moderate)
15	Reputation:  Violent Joker Terrorist, 11- (Extreme)
15	Social Limitation:  Joker (Very Frequently, Minor)
8	[b]Experience Points
113	Total Disadvantage Points[/b]

 

Description: Gimli is a short, barrel-chested joker dwarf. He stands 4' tall and weighs 130 lbs, with powerfully built arms and legs. His hair is thick and reddish brown. Gimli is a very angry individual, and tends to prefer radical politics and extreme measures when fighting for joker's rights.

 

Campaign Use and Designer’s Notes: One of the problems I have with Gimli is its never made clear what he looks like. Yes, he’s a dwarf, but that’s a genetic defect, not an issue with the wild card, so... aside from angry and red-haired what made him a joker? They never really said, that I recall. In any event, you could use him as a rabble-rouser dwarf in a fantasy campaign, or simply dump the joker aspect and go with him as a political activist in any number of modern settings.

 

(Gimli created by Stephen Leigh, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

GOLDEN BOY

(Jack Braun)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
54	STR	44	20-	Lift 44.6 tons; 10 1/2d6 HTH Damage [5]
21	DEX	33	13-	OCV:  7/DCV:  7
20	CON	20	13-
14	BODY	8	12-
10	INT	0	11-	PER Roll 11-
8	EGO	-4	11-	ECV:  3
18	PRE	8	13-	PRE Attack:  3 1/2d6
18	COM	4	13-

10/80	PD	-1		Total:  10/80 PD (0/20 rPD)
10/30	ED	6		Total:  10/30 ED (0/20 rED)
5	SPD	19		Phases:  3, 5, 8, 10, 12
15	REC	0
40	END	0
52	STUN	1		[b]Total Characteristic Cost:  138

Movement:[/b]	Running:	8"/16"
Leaping:	10"/20"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
13	[b]Great Strength:[/b]  Reduced Endurance (1/2 END; +1/4) for up to 54 
Active Points of STR
33	[b]Golden Glow:[/b]  +50 PD; Only Works Against Blunt Physical 
Impacts (see text; -1/2)
60	[b]Golden Glow:[/b]  FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2)
4	[b]Increased Speed:[/b]  Running +2" (8" total), END 1
15	[b]Altered Metabolism:[/b]  LS  (Immunity: All terrestrial diseases and 
biowarfare agents; Longevity: Immortal)

[b]Perks[/b]
15	Money:  Filthy Rich

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

3	Acrobatics 13-
3	Acting 13-
3	Breakfall 13-
5	Gambling 12-
7	KS: Politics 16-
0	Language:  English (idiomatic; literate)
1	Language:  German (basic conversation)
1	PS: Actor 8-
1	PS: Farmer 8-
2	PS: Real Estate Sales 11-
3	Seduction 13-
1	TF:  Small Planes
3	Tactics 11-
5	Trading 14-
2	WF:  Small Arms

[b]Total Powers & Skill Cost:  190
Total Cost:  328

200+	Disadvantages[/b]
10	Psychological Limitation:  Guilt Complex Over His Past (Common, 
Moderate)
10	Psychological Limitation:  Lecherous, Prides Himself As A "Ladies 
Man" (Common, Moderate)
20	Psychological Limitation:  Overconfident, Willing To Tackle Anything 
Single-handedly (Very Common, Strong)
10	Psychological Limitation:  Reckless, Tends To Act First, Think Late 
(Common, Moderate)
10	Reputation:  The 'Judas' Ace, 8- (Extreme)
68	[b]Experience Points
328	Total Disadvantage Points[/b]

 

Description: Golden Boy is tall, standing 6'2" and broad, weighing 190 lbs. He's blond haired, blue eyed, muscular, good looking, and possibly the strongest man in the world. His force field, which has a golden glow when it's active, grants him immunity from just about anything (you may want to adjust the force field’s effects to account for this). He is especially resistant to physical impacts, such as bullets and fists. (The extra PD should only be applied to "blunt" impacts, such as bullets, fists, most thrown objects, and so on. Golden Boy should not get this extra PD versus sonic attacks, falls, or any physical attack with the AP advantage.) Golden Boy doesn't age, and looks to be 25, despite being born in 1924. As one of the original Four Aces (a.k.a. the Exotics for Democracy), he fought fascism in the late 40's. When dragged before HUAC in the 50's, he collapsed and became a "friendly" witness. This has resulted in him being a "marked man" in the ace community, an image that hasn't totally left him with time.

 

Campaign Use and Designer’s Notes: Golden Boy is immensely powerful, no matter how you look at it. This character attempts to replicate the powers he has in the GURPS version, hence his extra PD. His Force Field might actually be tougher (30 DEF?), and you might want to link his extra PD to his Force Field. He could also use some more CON, although his 80 total PD does sort of render that a bit superfluous. Seeing as he’s easily 70+ years old, you can toss in various Contacts and the like to represent his years of experience.

 

Obviously, Golden Boy can be dropped into any number of Champions settings with ease.

 

(Golden Boy created by Walter John Williams, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

THE HARLEM HAMMER

(Mordecai Albert "Kai" Jones)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
54	STR	44	20-	Lift 44.6 tons; 10 1/2d6 HTH Damage [5]
17	DEX	21	12-	OCV:  6/DCV:  6
25	CON	30	14-
25	BODY	30	14-
23	INT	13	14-	PER Roll 14-
18	EGO	16	13-	ECV:  6
20	PRE	10	13-	PRE Attack:  4d6
12	COM	1	11-

30	PD	19		Total:  30 PD (30 rPD)
30	ED	25		Total:  30 ED (30 rED)
4	SPD	13		Phases:  3, 6, 9, 12
16	REC	0
50	END	0
65	STUN	0		[b]Total Characteristic Cost:  222

Movement:[/b]	Running:	6"/12"
Leaping:	10"/20"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
13	[b]Great Strength:[/b]  Reduced Endurance (1/2 END; +1/4) for up to 54 
Active Points of STR
30	[b]Increased Mass:[/b]  Damage Resistance (30 PD/30 ED)
2	[b]Increased Mass:[/b]  Knockback Resistance -1"
7	[b]Rapid Healing:[/b]  Healing 1 BODY, Reduced Endurance (0 END; +1/2), 
Persistent (+1/2); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), 
Self Only (-1/2)
11	[b]Altered Metabolism:[/b]  LS  (Immunity: All terrestrial diseases and 
biowarfare agents; Sleeping: Character only has to sleep 8 hours per 
week)

[b]Perks[/b]
5	Money:  Well Off
4	Reputation:  Harlem Hammer; One of the world's strongest men 
(world wide) 11-, +2/+2d6

[b]Skills[/b]
6	+2 with Block, Haymaker, Punch

2	CK: New York City 11-
3	KS: Assorted Esoteric Information And Trivia 14-
3	KS: Automobiles And Automotive Repair 14-
0	Language:  English (idiomatic; literate)
3	Mechanics 14-
2	PS: Auto Mechanic 11-
4	TF:  Common Motorized Ground Vehicles, Agricultural & Construction 
Vehicles, Tracked Military Vehicles
3	Trading 13-

[b]Total Powers & Skill Cost:  98
Total Cost:  320

200+	Disadvantages[/b]
15	Dependence:  Heavy Metal Salts Takes 1d6 BODY Damage (Extremely 
Difficult To Obtain, 1 Hour)
5	Physical Limitation:  Heavy (~475 lbs) (Infrequently, Slightly 
Impairing)
5	Physical Limitation:  Increased Metabolism: Eats Four Times The 
Human Norm, Body Temperature Of 106 Degrees (Infrequently, 
Slightly Impairing)
15	Psychological Limitation:  Dislikes Doctors, Scientists, Hospitals And 
Laboratories (Common, Strong)
10	Psychological Limitation:  Prefers To Be Left To Himself (Common, 
Moderate)
70	[b]Experience Points
320	Total Disadvantage Points[/b]

 

Description: The Hammer is tall and very heavy, standing 6'1" and weighing 475 lbs. His wild card power has granted him massive physical strength and virtual immunity to physical harm. It has also altered his metabolism, replacing his skeletal structure with heavy metal compounds, and allowing him to regenerate from any physical damage that occurs to him. He barely has to sleep, is virtually tireless, and is somewhat faster than normal people. The Hammer prefers to keep out of the public eye. He thinks of himself as a joker and wants little to do with the typical ace 'heroics.’

 

Campaign Use and Designer’s Notes: The Hammer appeared briefly in the novels, but I do recall a very HERO System moment in one story. Hammer gets hit with most of an AK-47’s magazine and slowly slumps to the ground afterwards. He’s out cold due to the sheer number of shots but is otherwise unharmed. Just like a Champions brick taking a mass of STUN, but no BODY.

 

As written, Hammer makes for a good low-point brick, although you could up his DEX to 18 or 20 and his CSLs to HTH if you wanted him to be more in line with 350-point supers.

 

(Harlem Hammer created by Victor Milan, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

[Description: Dr. Finn works at the Jokertown Clinic. He is a joker himself; a palomino-colored centaur with blue eyes and curly white hair. He also has a long white, floor-length tail of which he is very proud. Dr. Finn is a young, well-adjusted man, and an excellent doctor. His medical skills are a great asset to the clinic, as is his easy-going bedside manner.

 

Campaign Use and Designer’s Notes: Doctor Finn is another one of those setting-specific characters, although you could wrangle him into a Star Hero setting featuring custom-built bodies or as a healer in a Fantasy Hero game (where he’d be a real centaur).

 

(Dr. Bradly Latour Finn created by Melinda Snodgrass, character sheet created by Michael Surbrook)

 

You forgot Rep: Hung like a Horse (disadvange or perk, I leave to the reader).

 

:D

 

More seriously, should have have Extra Limbs because he has four legs?

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Re: Wild Card's Hero

 

THE HOWLER

(Stan Wojpowicz)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
18	DEX	24	13-	OCV:  6/DCV:  6
15	CON	10	12-
14	BODY	8	12-
12	INT	2	11-	PER Roll 11-
11	EGO	2	11-	ECV:  4
15	PRE	5	12-	PRE Attack:  3d6
8	COM	-1	11-

6/12	PD	3		Total:  6/12 PD (0/6 rPD)
4/10	ED	1		Total:  4/10 ED (0/6 rED)
4	SPD	12		Phases:  3, 6, 9, 12
6	REC	0
30	END	0
30	STUN	0		[b]Total Characteristic Cost:  71

Movement:[/b]	Running:	6"/12"
Leaping:	3"/6"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
100	[b]Sonic Powers:[/b]  Multipower, 100-point reserve
7u	1)  [b]Sonic Shout:[/b]  EB 12d6, Reduced Endurance 
(1/2 END; +1/4), END 3
7u	2)  [b]Sonic Wall:[/b]  EB 10d6, Area Of Effect (11" Cone; +1); 
No Range (-1/2), END 10
8u	3)  [b]Sonic Shriek:[/b]  RKA 3d6, Reduced Endurance (1/2 END; +1/4), 
Penetrating (+1/2), END 3

9	[b]Kevlar Costume:[/b]  Armor (6 PD/6 ED); Activation Roll 14- (-1/2), 
OIF (-1/2)
7	[b]Ace Toughness:[/b]  Physical Damage Reduction, 25%; STUN Only (-1/2)

[b]Perks[/b]
2	Reputation:  Ace crime fighter (New York City) 11-, +2/+2d6

[b]Skills[/b]
9	+3 with Sonic Powers
6	+2 with Block, Haymaker, Punch

5	CK: New York City 14-
5	Deduction 12-
0	Language:  English (idiomatic; literate)
5	PS: Longshoreman 14-
3	Stealth 13-
3	Streetwise 12-

[b]Total Powers & Skill Cost:  176
Total Cost:  247

150+	Disadvantages[/b]
10	Distinctive Features:  Very Thick Neck And Throat (Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)
20	Normal Characteristic Maxima
15	Psychological Limitation:   Easy Going And Good Natured (Common, 
Strong)
52	[b]Experience Points
247	Total Disadvantage Points[/b]

 

Description: The Howler is a large, powerfully built man, 6'1" and 180 lbs. He has short brown hair, brown eyes and a strong chin. His neck is very thick due to his mutated throat. When acting as the Howler, he dresses in a distinctive yellow costume with kevlar reinforcement. His sonic powers allow him to shatter just about anything. He can also create a "wall" of sound, capable of knocking down buildings.

 

Campaign Use and Designer’s Notes: Here he is, the “other” Howler. Another low-end superhero, at 247 he’s 3 short of the old 4th Edition 250-point starting total for a superhero. I’d give him the Power Skill (sonic powers), some more Skills (and Contacts) relating to being a superhero, and some more CON.

 

(The Howler created by Stephen Leigh, character sheet created by Michael Surbrook)

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