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Wild Card's Hero


Susano

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Re: Wild Card's Hero

 

True. And although there is reference in the books to it "fading"' date=' I don't know that the field every actually goes away. (IIRC, GB says that after a few hours of the military testing his powers, bullets began to actually hurt, though I read that as painful, but not doing actual damage)[/quote']

Page 98 of Wild Cards I: "I never got tired enough for it to fade entirely, not when I wanted it on. I was scared of what would happen then, and I always took care to take my rest when I needed it."

 

To reflect this, you could limit a small amount of the armor with "not when very tired" and give the character a fear of being too tired, or you could buy a small part of the armor as having an END cost, and let long term Endurance rules work. I think the first option is simpler.

 

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.

 

Because of this, in another system, some of the characters, or quite a few, have quirks that aren't really quirks, they're just facts about how the character's native system works.

 

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.

 

So when you look at Jack Braun and falling damage, you can choose to reflect his concern as an oddity in Hero System, or (as I would do) disregard it as something that never marked the character out as unusual in his original context.

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Re: Wild Card's Hero

 

Page 98 of Wild Cards I: "I never got tired enough for it to fade entirely, not when I wanted it on. I was scared of what would happen then, and I always took care to take my rest when I needed it."

 

To reflect this, you could limit a small amount of the armor with "not when very tired" and give the character a fear of being too tired, or you could buy a small part of the armor as having an END cost, and let long term Endurance rules work. I think the first option is simpler.

 

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.

 

Because of this, in another system, some of the characters, or quite a few, have quirks that aren't really quirks, they're just facts about how the character's native system works.

 

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.

 

So when you look at Jack Braun and falling damage, you can choose to reflect his concern as an oddity in Hero System, or (as I would do) disregard it as something that never marked the character out as unusual in his original context.

 

Very interesting points.

 

As someone who saw Superworld on the shelf, but never went there, this is a neat insight.

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Re: Wild Card's Hero

 

J. C. JAYEWARDENE

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
9	DEX	-3	11-	OCV:  3/DCV:  3
11	CON	2	11-
11	BODY	2	11-
15	INT	5	12-	PER Roll 12-
15	EGO	10	12-	ECV:  5
13	PRE	3	12-	PRE Attack:  2 1/2d6
10	COM	0	11-

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

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

[b]Cost	Powers & Skills[/b]
21	[b]Dreams Of The Future:[/b]  Precognitive Clairsentience (Sight And Hearing 
Groups), Reduced Endurance (0 END; +1/2); Only Through 
Dreams (-1), Precognition Only (-1), No Range (-1/2)

[b]Perks[/b]
5	Fringe Benefit:  Diplomatic Immunity

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

4	AK: World Geography 13-
3	Bureaucratics 12-
3	Conversation 12-
3	High Society 12-
3	Oratory 12-
3	PS: Diplomat 12-
3	Linguist
3	1)  Language:  Dutch (completely fluent; literate)
3	2)  Language:  English (completely fluent; literate)
3	3)  Language:  Hindi (completely fluent; literate)
3	4)  Language:  Sinhalese (completely fluent; literate)
0	5)  Language:  Tamil (idiomatic; literate)

[b]Total Powers & Skill Cost:  70
Total Cost:  90

50+	Disadvantages[/b]
5	Age:  40+
0	Normal Characteristic Maxima
15	Psychological Limitation:  Wishes To Rid Himself Of His Power, Fears 
His Dreams  (Common, Strong)
20	[b]Experience Points
90	Total Disadvantage Points[/b]

Description: Jayewardene is a small, heavy man, 5'6" and 165 lbs. He is a diplomat serving the government Sri Lanka. He has the power to dream the future. Jayewardene is uncertain if he is dreaming events that may happen, or if he actually causes these events to happen. He feels burdened by his power, and would like very much to be rid of it.

 

Campaign Use and Designer’s Notes: Who can’t use someone who dreams the future? You can use Jayewardene in Fantasy Hero, Pulp Hero, Champions, and Dark Champions games with ease.

 

(J. C. Jayewardene created by Walton Simons, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

JUBE THE WALRUS

(Jube Benson/Jhubben)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
18	STR	8	13-	Lift 303.1 kg; 3 1/2d6 HTH Damage [4]
8	DEX	-6	11-	OCV:  3/DCV:  3
15	CON	10	12-
13	BODY	6	12-
20	INT	10	13-	PER Roll 13-
15	EGO	10	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
8	COM	-1	11-

8/12	PD	4		Total:  8/12 PD (0/4 rPD)
6/10	ED	3		Total:  6/10 ED (0/4 rED)
2	SPD	2		Phases:  6, 12
7	REC	0
30	END	0
30	STUN	0		[b]Total Characteristic Cost:  51

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

[b]Cost	Powers & Skills[/b]
12	[b]Thick Skin:[/b]  Armor (4 PD/4 ED)
2	[b]Heavy:[/b]  Knockback Resistance -1"
2	[b]Immune To The Cold:[/b]  LS  (Safe in Intense Cold)

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

[b]Skills[/b]
3	CK: Jokertown 13-
5	Computer Programming 14-
4	KS: Bad Jokes (especially joker jokes) 14-
5	Persuasion 13-
2	PS: Newspaper Vendor 11-
3	Streetwise 12-
3	Trading 12-
1	WF:  Laser Pistols
3	Linguist
4	1)  Language:  English (idiomatic; literate)
3	2)  Language:  French (completely fluent; literate)
0	3)  Language:  Glabberan (idiomatic; literate)
3	4)  Language:  Mandarin (completely fluent; literate)
3	5)  Language:  Network Trade Talk (idiomatic)
3	6)  Language:  Rhindarian (idiomatic)
4	7)  Language:  Spanish (idiomatic; literate)
4	8)  Language:  Yiddish (idiomatic; literate)
3	Scientist
3	1)  SS:  Anthropology 14-
3	2)  SS:  Computer Operations 14-
3	3)  SS:  Linguistics 14-
3	4)  SS:  Xenology 14-

[b]Total Powers & Skill Cost:  99
Total Cost:  150

50+	Disadvantages[/b]
10	Distinctive Features:  Smells Like Buttered Popcorn (Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)
5	Physical Limitation:  Heavy (5', 300 lbs) (Infrequently, Slightly 
Impairing)
10	Physical Limitation:  Alien Metabolish, Requires Specialized Medial 
Attention (Infrequently, Greatly Impairing)
10	Psychological Limitation:  Likes It Cold, Dresses In Loud Hawaiian 
Shirts Even In The Coldest Weather (Common, Moderate)
10	Psychological Limitation:  Likes People (i.e. Humans) (Common, 
Moderate)
15	Social Limitation:  Secret ID (He's a Glabberan [An Alien]) (Frequently, 
Major)
15	Social Limitation:  "Joker" (Very Frequently, Minor)
25	[b]Hidden Alien Bonus
150	Total Disadvantage Points[/b]

 

Description: Jube is 5' tall and weighs 300 lbs. He has blue-black skin, tufts of bristly red hair, and two small tusks. He seems immune to cold, is always dressed in loud Hawaiian shirts (even in snowstorms) and smells like buttered popcorn. He's been in Jokertown as long as anyone can remember (well, since 1952 anyway). In reality, Jube is an alien, a xenologist come to Earth from the plant Glabber to study the effects of the wild card virus on humanity. Other than that, he a nice enough guy, who sells his newspapers from his stand and is more than willing to trade information with anyone. He is also the source of some of the worst jokes anyone has ever heard, and he seems to have an infinite number of them.

 

Jube has access to both a large amount of wealth and some interesting pieces of high technology, including an FTL "radio" and a laser pistol.

 

Campaign Use and Designer’s Notes: Aside from making him a really weird mutant, I’d sasy the best use for Jube is to make him a Star Hero alien species. Since he’s probably an average physical specimen, you can build a Glabberan package fairly easily and drop him into most any setting (specifically space operatic settings such as Terran Empire).

 

(Jube the Walrus created by George R R Martin, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

JUDAS

(Officer Harry Matthias)

 

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

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

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

[b]Cost	Powers & Skills[/b]
29	[b]Ace Sense:[/b]  Detect Aces And Ace Powers 18-/19- (Unusual Group), 
Discriminatory, Range, Sense
2	[b]Observant:[/b]  +1 PER with Sight Group

[b]Perks[/b]
4	Contacts (4 points' worth)
5	Fringe Benefit:  Concealed Weapon Permit (where appropriate), Local 
Police Powers, Police Officer

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

3	Acting 12-
3	Bureaucratics 12-
2	CK: Jokertown 11-
2	CK: New York CIty 11-
1	Combat Driving 8-
1	Criminology 8-
5	Deduction 12-
2	KS: Criminal Law and Procedure 11-
3	KS: The Law Enforcement World 11-
0	Language:  English (idiomatic; literate)
2	PS: Police Officer 11-
1	Streetwise 8-
2	WF:  Small Arms
[b]
Total Powers & Skill Cost:  70
Total Cost:  100

50+	Disadvantages[/b]
5	Distinctive Features:  Uniform and/or Badge (Easily Concealed)
10	Hunted:  New York Police Department 8- (Mo Pow, NCI, Watching)
0	Normal Characteristic Maxima
10	Psychological Limitation:  Loyal To The Astronomer (Common, 
Moderate)
20	Social Limitation:  Secret ID (agent of the Astronomer) (Frequently, 
Severe)
20	Social Limitation:  Subject To Orders (Very Frequently, Major)
[b]115	Total Disadvantage Points[/b]

Description: Harry Matthias, a.k.a. "Judas" was another of the Astronomer's tools. An ace who could detect the presence of other aces, he was used to find and kidnap possible recruits for the Masons. He was also a police officer, a fact that aided the Astronomer greatly.

 

Campaign Use and Designer’s Notes: Take out his “Ace Sense” and you have an instant Dark Champions “cop-on-the-take.” Much like John Black, you can use him most anywhere (or when), and even have 15 extra points to spend on additional contacts and skills. You can even leave in the “Ace Sense” (altering it per suggestions I made for Digger Downs), and have him work for someone like VIPER or DEMON, collecting supers for a secret master.

 

(Harry Matthias created by, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

KAHINA

"Seeress"

(Misha)

[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
14	CON	8	12-
10	BODY	0	11-
14	INT	4	12-	PER Roll 12-
12	EGO	4	11-	ECV:  4
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	0		Phases:  6, 12
5	REC	0
28	END	0
22	STUN	0		[b]Total Characteristic Cost:  14

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

[b]Cost	Powers & Skills[/b]
11	[b]Visions:[/b]  Precognitive Clairsentience (Sight Group), Reduced 
Endurance (0 END; +1/2); No Conscious Control (-2), Precognition 
Only (-1), Vague and Unclear (-1/2), No Range (-1/2), Blackout (-1/2)

[b]Perks[/b]
18	Contact:  The Nur (Contact has extremely useful Skills or resources, 
Contact has significant Contacts of his own), Organization 
Contact (x3) 11-

[b]Skills[/b]
2	KS: Politics 11-
2	KS: The Nur 11-
2	KS: Theology 11-
0	Language:  Arabic (Modern) (idiomatic; literate)
4	Language:  English (completely fluent; literate)
2	PS: Seeress 11-
1	Survival (Desert) 8-
1	WF:  Blades

[b]Total Powers & Skill Cost:  43
Total Cost:  57

25+	Disadvantages[/b]
0	Normal Characteristic Maxima
15	Psychological Limitation:  Intolerance Of Non-Muslims (she's an 
Islamic fundamentalist) (Common, Strong)
15	Psychological Limitation:  Sense Of Duty To Nur al-Allah (Common, 
Strong)
15	Social Limitation:  Female In Traditional Islamic Society (Very 
Frequently, Minor)
[b]70	Total Disadvantage Points[/b]

Description: Kahina is a small Arabic woman with dark hair and eyes. She is Nur al-Allah's sister and the wife of Sayyid. She is an ace -- although she denies this -- and receives visions of the future that she believes are sent from Allah. These visions are cloudy and often heavily cloaked in symbolism, allowing Nur to interpret them freely. Kahina, under the control of Puppetman, cut Nur's throat after he took a number of members of the WHO tour hostage. She fled Syria soon after, trying to hunt down Puppetman, but was killed by Mackie Messer.

 

Campaign Use and Designer’s Notes: Much like JC Jayewardene, Kahine could be used in any number of settings, while the erratic and unpredictable nature of her visions makes her the perfect GM’s ‘mouthpiece’ for (mis?) information.

 

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

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Re: Wild Card's Hero

 

DETECTIVE SECOND GRADE HARVEY KANT

[b]Val	CHA	Cost	Roll	Notes[/b]
18	STR	8	13-	Lift 303.1 kg; 3 1/2d6 HTH Damage [4]
20	DEX	30	13-	OCV:  7/DCV:  7
18	CON	16	13-
14	BODY	8	12-
11	INT	1	11-	PER Roll 11-/12-
11	EGO	2	11-	ECV:  4
18	PRE	8	13-	PRE Attack:  3 1/2d6
8	COM	-1	11-

4/9	PD	0		Total:  4/9 PD (0/5 rPD)
4/9	ED	0		Total:  4/9 ED (0/5 rED)
3	SPD	0		Phases:  4, 8, 12
8	REC	0
36	END	0
32	STUN	0		[b]Total Characteristic Cost:  72

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

[b]Cost	Powers & Skills[/b]
5	[b]Bite:[/b]  HKA 1 point (1/2d6 w/STR), END 1
15	[b]Thick Hide:[/b]  Armor (5 PD/5 ED)
2	[b]Observant:[/b]  +1 PER with Sight Group

[b]Perks[/b]
4	Contacts (4 points' worth)
2	Fringe Benefit:  Local Police Powers
2	Fringe Benefit:  Law Enforcement Rank
1	Fringe Benefit:  Weapon Permit

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

3	Bureaucratics 13-
5	CK: Jokertown 14-
1	Combat Driving 8-
7	Criminology 13-
3	Deduction 11-
2	KS: Criminal Law And Procedure 11-
2	KS: The Law Enforcement World 11-
2	PS: Police Officer 11-
3	Shadowing 11-
5	Streetwise 14-
2	WF:  Small Arms

[b]Total Powers & Skill Cost:  72
Total Cost:  144

75+	Disadvantages[/b]
5	Distinctive Features:  Uniform and/or Badge (Easily Concealed)
5	Hunted:  NYPD 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
0	Normal Characteristic Maxima
15	Psychological Limitation:  Not Afraid To Use Physical Force (Very 
Common, Moderate)
10	Reputation:  tough cop who's not afraid to get physical , 11-
15	Social Limitation:  Joker (Very Frequently, Minor)
20	Social Limitation:  Subject To Orders (Very Frequently, Major)
[b]145	Total Disadvantage Points[/b]

Description: Kant is only one of two joker officers in the entire NYPD. The other is Sargent Mole, in the Jokertown precinct records division. Kant is 5'8", with a brown lizard-like body, sharp teeth and nictating membranes over his eyes. He is very fast and very strong (for a human) and is known to be very tough. He usually plays the precinct "bad cop." He's won several citations for bravery, shot a few people (killing some) and been shot himself.

 

Campaign Use and Designer’s Notes: Take away the joker aspect of his appearance and Kant becomes an excellent low-level super/cop. You could even up his STR to 20 or 23, if you’re feeling generous.

 

(Harvey Kant created by Walter Jon Williams, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

KID DINOSAUR

(Arnie Fentner)

[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
10	CON	0	11-
10	BODY	0	11-
18	INT	8	13-	PER Roll 13-
11	EGO	2	11-	ECV:  4
11	PRE	1	11-	PRE Attack:  2d6
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
20	END	0
19	STUN	0		[b]Total Characteristic Cost:  9

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

Cost	Powers & Skills
100	[b]Dinosaur Forms:[/b]  Variable Power Pool, 50 base + 50 control cost, 
No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase 
Action (+1); Limited Class Of Powers Available (dinosaur 
abilities; -1/2)
55	[b]Dinosaur Forms:[/b]  Shape Shift  (Sight, Hearing, Touch and Smell/Taste 
Groups, limited group of shapes), Imitation, Instant Change, Costs 
END Only To Change Shape (+1/4), END 4

Skills
3	KS: Aces 13-
3	KS: Comic Books  13-
3	KS: Dinosaurs 13-
0	Language:  English (idiomatic; literate)
1	SS:  Paleontology 8-

[b]Total Powers & Skill Cost:  165
Total Cost:  174

75+	Disadvantages[/b]
10	Distinctive Features:  visible birthmark on face (Concealable; Noticed 
and Recognizable; Detectable By Commonly-Used Senses)
15	Hunted:  The Astronomer 8- (Mo Pow, Harshly Punish)
0	Normal Characteristic Maxima
15	Psychological Limitation:  The Overconfidence Of Youth (Common, 
Strong)
10	Social Limitation:  Youth (he's only 14) (Frequently, Minor)
49	[b]Experience Points
174	Total Disadvantage Points[/b]

Description: Kid Dinosaur is a young boy of 14 years of age, who stands 5'2" and weighs 100 lbs. He's fairly average looking, with acne, brown hair, and a visible birthmark on his face. He has the ability to transform himself into any dinosaur he can imagine. The only problem is that his mass stays the same. So he can turn into a Tyrannosaurus, although he'll be about 3' tall... He was a constant pest, who liked to hang around aces. This resulted in his being present when Fortunato trashed the Astronomer's base and thus was one of the first to die when the Astronomer took his revenge.

 

Campaign Use and Designer’s Notes: Instant (annoying) sidekick, just add PC hero for Kid Dinosaur to idolize. If you’d rather not go with Shape Shift and VPP, you could buy Kid Dinosaur a Multiform with about a dozen (or more) forms. At the very least, he’s been a Tyrannosaurus, Pterosaur, Triceratops, Plesiosaur (IIRC correctly). Just remember, whatever he turns into, it won’t be any larger than what he is normally.

 

(Kid Dinosaur created by Lewis Shiner, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

KIEN PHUC

[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
14	CON	8	12-
12	BODY	4	11-
20	INT	10	13-	PER Roll 13-
20	EGO	20	13-	ECV:  7
18	PRE	8	13-	PRE Attack:  3 1/2d6
10	COM	0	11-

4	PD	2		Total:  4 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
3	SPD	8		Phases:  4, 8, 12
5	REC	0
28	END	0
24	STUN	0		[b]Total Characteristic Cost:  66

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

[b]Cost	Powers & Skills
Martial Arts:[/b]  [i]Than Vo Dao[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block	+2	+2	Block, Abort
3	Joint Lock	-1	-1	Grab Two Limbs, 20 STR for holding on
3	Legsweep	+2	-1	3d6 Strike, Target Falls
4	Punch	+2	+0	4d6 Strike
3	Throw	+0	+1	2d6 +v/5, Target Falls

Perks
8	Fringe Benefit:  Head of the Shadow Fist Society, Respected 
Businessman
15	Money:  Filthy Rich

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

2	CK: New York City 11-
5	Bureaucratics 14-
3	KS: Psychology 13-
3	Oratory 13-
3	Persuasion 13-
2	PS: Businessman 11-
3	Trading 13-
2	WF:  Small Arms
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:  81
Total Cost:  147

75+	Disadvantages[/b]
5	Age:  40+
10	Hunted:  Yeoman 8- (As Pow, Harshly Punish)
0	Normal Characteristic Maxima
10	Physical Limitation:  One Hand (Infrequently, Greatly Impairing)
10	Psychological Limitation:  Bad Tempered (Common, Moderate)
15	Psychological Limitation:  Greedy (Common, Strong)
22	[b]Experience Points
147	Total Disadvantage Points[/b]

Description: Kien Phuc is an older Asian man of average height with a slightly pudgy build. He stands 5'10", weighs 175 lbs, and is always dressed in finely tailored, expensive suits. A former ARVN general, he currently resides in New York, where he owns a large chain of Chinese restaurants and dry cleaning stores. He is also the head of the Shadow Fist Society, an organized crime group bent of becoming the master of the criminal underworld in New York. Kien Phuc has recruited heavily among both Asian and Western Operatives, as well as using nats, jokers, and aces to accomplish his ends. He is very ruthless, very dangerous, and will kill anyone who crosses him without the slightest hesitation. He has made a mortal enemy of Yeoman, who has sworn to kill him. While trying to kill Wraith, Kien Phuc lost most of his right hand. Currently, Kien is the master of New York, having driven the Mafia away and battled Yeoman to a stalemate.

 

Campaign Use and Designer’s Notes: Tired of Mafia and Yakuza crime bosses? Use Kien Phuc. He’s willing to break ethnic boundaries and use aces (i.e. supers) which makes his different than both the Mafia and the Yakuza. Thus, he makes a good change of pace for a Dark Champions game and should be able to surprise the PCs at several turns.

 

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

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Re: Wild Card's Hero

 

LINETAP

[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
10	CON	0	11-
10	BODY	0	11-
10	INT	0	11-	PER Roll 11-
11	EGO	2	11-	ECV:  4
10	PRE	0	11-	PRE Attack:  2d6
6	COM	-2	10-

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
20	END	0
20	STUN	0		[b]Total Characteristic Cost:  -1

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

[b]Cost	Powers & Skills[/b]
22	Telepathy 6d6 (Human class of minds), Invisible Power Effects 
(Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2); Activation 
Roll 11- (-1), Receive Only (-1/2), Does Not Provide Mental 
Awareness (-1/4)

[b]Perks[/b]
12	Contact:  Shadowfist Society (Contact has very useful Skills or 
resources), Organization Contact (x3) 11-

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

2	CK: Jokertown 11-
5	CK: New York City 14-
3	Contortionist 11-
1	KS: Shadow Fist Society 8-
0	Language:  English (idiomatic; literate)
5	Streetwise 12-

[b]Total Powers & Skill Cost:  58
Total Cost:  57

25+	Disadvantages[/b]
0	Normal Characteristic Maxima
10	Psychological Limitation:  Loyal To The Shadow Fists (Common, 	Moderate)
15	Social Limitation:  Joker (Very Frequently, Minor)
7	[b]Experience Points
57	Total Disadvantage Points[/b]

Description: Linetap is a short, reptilian joker with orange scales. A member of the Shadow Fists, he’s used as a lookout and in areas where he can eavesdrop on others conversations.

 

Campaign Use and Designer’s Notes: As with Chickenhawk, I figure you could use him as a Morlock-ish mutant or some such. I know next to nothing about him otherwise.

 

(Linetap created by ???, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

LAZY DRAGON

(Ben Choy/Tienbao)

[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
15	CON	10	12-
13	BODY	6	12-
13	INT	3	12-	PER Roll 12-
13	EGO	6	12-	ECV:  4
10	PRE	0	11-	PRE Attack:  2d6
10	COM	0	11-

4	PD	2		Total:  4 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
3	SPD	6		Phases:  4, 8, 12
5	REC	0
30	END	0
27	STUN	0		[b]Total Characteristic Cost:  47

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

[b]Cost	Powers & Skills[/b]
35	[b]Animated Sculptures:[/b]  Multiform (350 Character Points in the most 
expensive form) (x8 Number Of Forms), Reversion (+1/4); Leaves 
Insensate And Helpless Body Of Flesh Behind (-1), Concentration (0 
DCV; -1/2), IIF (animal sculptures; -1/4), Extra Time (Full Phase, Only 
to Activate, -1/4)

[b]Perks[/b]
4	Contact:  Fadeout (Contact has significant Contacts of his own) 12-

[b]Skills[/b]
2	CK: Chinatown 11-
2	CK: New York City 11-
3	KS: Chinese History 12-
2	KS: Origami 11-
1	KS: Shadow Fist Society 8-
0	Language:  Cantonese (idiomatic; literate)
5	Language:  English (idiomatic; literate)
7	PS: Origami 16-
5	PS: Sculptor 14-
3	Streetwise 11-

[b]Total Powers & Skill Cost:  69
Total Cost:  116

50+	Disadvantages[/b]
10	Hunted:  Shadow Fist Society 8- (Mo Pow, NCI, Watching)
0	Normal Characteristic Maxima No Age Restriction
10	Psychological Limitation:  Dislike Of White Society (Common, 
Moderate)
15	Psychological Limitation:  Impulsive (Common, Strong)
31	[b]Experience Points
116	Total Disadvantage Points[/b]

Description: Lazy Dragon (he gets his name from a Chinese folk hero) is of average height and build, standing 5'7" and weighing 140 lbs. He usually has a dreamy expression on his face. Dragon's power is the ability to animate small figures of animals into full grown representations of these creatures. He must first create the figurine, either via folded paper or by sculpting something such as a bard of soap, a potato, or a carrot. He then projects his consciousness into the figurine, resulting in a full-sized real animal. When he does this his original body falls inert, looking as if he's sleeping. So far, he has created a mouse, a cat, a tiger, a polar bear and a Chinese dragon (in 20' and 40' lengths). The creatures are for all intents and purposes "real" and can be killed (at which point his mind returns to his original body). Presumably, if you killed his body, he'd have to live in his animal form for as long as possible.

 

Note: the value given for his Multiform pool is an arbitrary figure. It will let you build most animals, although a full-sized 40’ dragon might be a bit tough. Game Master's should assign a value that suits them. Also note the animal forms retain Lazy Dragon's INT score.

 

Campaign Use and Designer’s Notes: You might want to use Duplication instead of Multiform. I built the Multiform from the Ultimate Mystics version of Astral Projection. In any event, Lazy Dragon can easily be built up from 116 points, simply by upping his base characteristics (especailly CON, PD, and ED), giving him martial arts, and assorted related skills. Now you have a rather unusual Ninja Hero character -- one who may know all the kung fu styles of his animal forms or may turn into animals associated with the classic kung fu styles (i.e. monkey, snake, mantis, leopard....).

 

<_<

 

>_>

 

Man... I think I'm gonna create that one myself!

 

^_^

 

(Lazy Dragon created by William F Wu, character sheet created by Michael Surbrook)

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  • 3 weeks later...

Re: Wild Card's Hero

 

LINETAP

 

[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
10	CON	0	11-
10	BODY	0	11-
10	INT	0	11-	PER Roll 11-
11	EGO	2	11-	ECV:  4
10	PRE	0	11-	PRE Attack:  2d6
6	COM	-2	10-

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
20	END	0
20	STUN	0		[b]Total Characteristic Cost:  -1

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

[b]Cost	Powers & Skills[/b]
22	Telepathy 6d6 (Human class of minds), Invisible Power Effects 
(Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2); Activation 
Roll 11- (-1), Receive Only (-1/2), Does Not Provide Mental 
Awareness (-1/4)

[b]Perks[/b]
12	Contact:  Shadowfist Society (Contact has very useful Skills or 
resources), Organization Contact (x3) 11-

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

2	CK: Jokertown 11-
5	CK: New York City 14-
3	Contortionist 11-
1	KS: Shadow Fist Society 8-
0	Language:  English (idiomatic; literate)
5	Streetwise 12-

[b]Total Powers & Skill Cost:  58
Total Cost:  57

25+	Disadvantages[/b]
0	Normal Characteristic Maxima
10	Psychological Limitation:  Loyal To The Shadow Fists (Common, 	Moderate)
15	Social Limitation:  Joker (Very Frequently, Minor)
7	[b]Experience Points
49	Total Disadvantage Points[/b]

 

Description: Linetap is a short, reptilian joker with orange scales. A member of the Shadow Fists, he’s used as a lookout and in areas where he can eavesdrop on others conversations.

 

Campaign Use and Designer’s Notes: As with Chickenhawk, I figure you could use him as a Morlock-ish mutant or some such. I know next to nothing about him otherwise.

 

(Linetap created by ???, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

LOOPHOLE

(Edward St. John Latham)

 

Val	CHA	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage
10	DEX	0	11-	OCV:  3/DCV:  3
13	CON	6	12-
13	BODY	6	12-
23	INT	16	14-	PER Roll 14-
23	EGO	32	14-	ECV:  8
20	PRE	10	13-	PRE Attack:  4d6
14	COM	2	12-

2	PD	0	Total:  2 PD (0 rPD)
2	ED	-1	Total:  2 ED (0 rED)
3	SPD	10	Phases:  4, 8, 12
5	REC	0
26	END	0
25	STUN	0	[b]Total Characteristic Cost:  81

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

[b]Cost	Powers & Skills
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-
2	Fringe Benefit:  License to practice law, Well-known And Influential 
Lawyer
10	Money:  Wealthy

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

3	Acting 13-
3	Bureaucratics 13-
3	CK: New York City 14-
3	Criminology 14-
5	High Society 14-
7	KS: Law 18-
0	Language:  English (idiomatic; literate)
5	Language:  French (idiomatic; literate)
5	Language:  Vietnamese (idiomatic; literate)
5	Oratory 14-
3	PS: Lawyer 14-
3	SS:  Intelligence Analysis 14-
3	SS:  Psychology 14-
5	Streetwise 14-
1	WF:  Handguns

[b]Total Powers & Skill Cost:  80
Total Cost:  161

75+	Disadvantages[/b]
10	Distinctive Features:  Emotionless (Concealable; Noticed and 
Recognizable; Detectable By Commonly-Used Senses)
0	Normal Characteristic Maxima
15	Psychological Limitation:  Overconfident, Especially In Court Room 
Situations (Common, Strong)
20	Psychological Limitation:  Totally Amoral, Is Concerned Only With 
Himself And His Employers (Very Common, Strong)
5	Reputation:  attorney with far to many criminal dealings, 8-
36	[b]Experience Points
161	Total Disadvantage Points[/b]

 

Description: Loophole stands 6'1" and weighs 170 lbs. He’s reasonably handsome, although a bit cold, and dresses impeccably. He is so emotionless and distant that many believe his human feelings were burned away by the wild card virus. At top notch lawyer, he served the Astronomer at one point, before coming into Kien Phuc's employ. He cares nothing for right and wrong, but only if he can get way with what ever he is planning. He has no compunctions about killing, especially if it will aid him in a case.

 

Campaign Use and Designer’s Notes: In case you don’t know, Loophole is an ace, who after contact with Typhoid Croyd gained the ability to give others the “Jumper” power via sexual contact. He then created a small army of male and female jumpers and ended up bringing ruin to a great many people (I also think this is when the series turned really dark and lost of lot of the fun of a supers setting.) This version (obviously) presents him before that contact. If want to simulate the power he needs a Major Transform with various Limitations represented extended sexual contact. The Transform gives the target the ability to swap minds with another person. I’m fairly sure you can find that power in The Ultimate Mentalist. In any case, the results won’t be pretty once the jumpers get loose in your game.

 

Loophole eventually meets his end at the hands of Mr. Nobody.

 

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

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Re: Wild Card's Hero

 

MACKIE MESSER

(Detlev Mackintosh

a.k.a. "Mack the Knife")

 

[b]Val	CHA	Cost	Roll	Notes[/b]
8	STR	-2	11-	Lift 75.8 kg; 1 1/2d6 HTH Damage [2]
9	DEX	-3	11-	OCV:  3/DCV:  3
15	CON	10	12-
12	BODY	4	11-
10	INT	0	11-	PER Roll 11-
10	EGO	0	11-	ECV:  3
10	PRE	0	11-	PRE Attack:  2d6
8	COM	-1	11-

7	PD	5		Total:  7 PD (0 rPD)
6	ED	3		Total:  6 ED (0 rED)
3	SPD	11		Phases:  4, 8, 12
5	REC	0
30	END	0
30	STUN	6		[b]Total Characteristic Cost:  33

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

[b]Cost	Powers & Skills[/b]
30	[b]Molecular Resonance:[/b]  Elemental Control, 60-point powers
30	1)  [b]Molecular Resonance:[/b]  Desolidification (affected by vibrational, 
sonic powers), Reduced Endurance (0 END; +1/2)
66	2)  [b]Vibrating Hands:[/b]  HKA 3d6, Armor Piercing (+1/2), 
Penetrating (+1/2), Reduced Endurance (0 END; +1/2); Not Versus 
"Energy" Force Fields (-1/4)
32	3)  [b]Vibrating Hands And Arms:[/b]  HKA 1 1/2d6, Costs END Only To 
Activate (+1/4), Penetrating (+1/2), Damage Shield 
(Offensive; +3/4), Continuous (+1); No STR Bonus (-1/2), Not Versus 
"Energy" Force Fields (-1/4), END 8

[b]Perks[/b]
6	Contact:  Senator Greg Hartman (Contact has significant Contacts of 
his own, Contact has very useful Skills or resources) 12-

[b]Talents[/b]
9	Ambidexterity (no Off Hand penalty)

[b]Skills[/b]
20	+4 with HTH Combat

2	CK: Hamburg 11-
1	KS: Politics 8-
1	KS: Scrounging 8-
4	Language:  English (completely fluent; literate)
0	Language:  German (idiomatic; literate)
2	PS: Terrorist 11-
9	Streetwise 14-
1	Survival (Urban) 8-

[b]Total Powers & Skill Cost:  213
Total Cost:  246

150+	Disadvantages[/b]
20	Normal Characteristic Maxima
20	Psychological Limitation:  Hates Just About Everyone (Jews, Jokers, 	Homosexuals,  Homeless, The Rich) (Very Common, Strong)
15	Psychological Limitation:  Likes To Kill (Common, Strong)
15	Psychological Limitation:  Sadistic, Likes To Instill Fear And Cause Pain 
(Common, Strong)
26	[b]Experience Points
246	Total Disadvantage Points[/b]

 

Description: Mackie is a thin, pale, hunchbacked little man. He stands 5'7" and weighs all of 125 lbs. He has straw colored hair, sunken cheeks, bad skin, and is prone to facial tics. He is usually very scruffily dressed, often wearing jeans and a battered leather jacket. Unfortunately, Mackie also happens to be a very potent ace. His power is the ability to resonate his body's molecular structure, allowing him to walk through walls, as well as granting him the ability to make his hands vibrate so rapidly they can cut through anything.

 

Campaign Use and Designer’s Notes: Mackie is a great villain. He’s easily manipulatable, very lethal, and has the sort of broken psyche one expects of classic Batman villains. His only real problem is his STR, DEX, and SPD. He’s really too slow to be much of a threat, especially since he once tangled with Carnifex and held his own (IIRC). His GURPS stats don’t support this and nether do his HERO stats. My suggestion is to up his DEX to around 20 or so, and his SPD to 4. You could even give him more CON and maybe STR, if his STR is a side effect of his ace. Another suggestion is some Damage Reduction versus STUN.

 

(Mackie Messer created by Victor Milan, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

MODULAR MAN

 

[b]Val	CHA	Cost	Roll	Notes[/b]
45	STR	35	18-	Lift 12.8 tons; 9d6 HTH Damage [4]
24	DEX	42	14-	OCV:  8/DCV:  8
25	CON	30	14-
20	BODY	20	13-
18	INT	8	13-	PER Roll 19-
18	EGO	16	13-	ECV:  6
20	PRE	10	13-	PRE Attack:  4d6
18	COM	4	13-

9/29	PD	0		Total:  9/29 PD (0/20 rPD)
7/27	ED	2		Total:  7/27 ED (0/20 rED)
5	SPD	16		Phases:  3, 5, 8, 10, 12
14	REC	0
50	END	0
56	STUN	0		[b]Total Characteristic Cost:  183

Movement:[/b]	Running:	6"/12"
Flight:	60"/480"
Leaping:	9"/18"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
43	[b]Shoulder-Mounted Weapons Suite:[/b]  Multipower, 130-point reserve, 
Can Only Change Slots In "Lab" (-1/2), Can Only Select One Heavy 
Weapon And One Light Weapon, Or Two Light Weapons From 
List (-1/2); all slots OAF (-1)
5u	1)  [b]20 mm Cannon (H):[/b]  RKA 3d6+1, +1 Increased STUN 
Multiplier (+1/4), 20 Charges (+1/4), Autofire (5 shots; +1/2); 
OAF (-1), [20]
5u	2)  [b].30 cal Machine Gun (L):[/b]  RKA 2d6+1, +1 Increased STUN 
Multiplier (+1/4), 125 Charges (+3/4), Autofire (10 shots; +1); 
OAF (-1), [125]
2u	3)  [b]Dazzler:[/b]  Hearing Group Flash 8d6, Explosion (+1/2); 
OAF (-1), END 4
2u	4)  [b]Grenade Launcher, Explosive (L):[/b]  EB 8d6, Explosion (+1/2); 
OAF (-1), 5 Charges (-3/4), [5]
1u	5)  [b]Grenade Launcher, Smoke (L):[/b]  Darkness to Sight Group 3" radius, 
5 Continuing Charges lasting 1 Minute each (cleared away by high 
winds, rain, or the like; +0); OAF (-1), [5 cc]
5u	6)  [b]Grenade Launcher, Tear Gas (L):[/b]  Sight Group Flash 6d6, NND 
(defense is sealed systems over the eyes or not needing to 
breathe; +1/2), Area Of Effect (2" radius; +3/4), Continuous (+1); 
OAF (-1), 5 Continuing Charges lasting 1 Turn each (cleared away by 
high winds, rain, or the like; -1/4) [b]plus[/b] EB 2d6, NND (defense is 
sealed systems over the eyes or not needing to breathe; +1/2), Area 
Of Effect (2" radius; +3/4), Continuous (+1); OAF (-1), Linked 
(Flash; -1/2), 5 Continuing Charges lasting 1 Turn each (cleared away 
by high winds, rain, or the like; -1/4), [5 cc]
5u	7)  [b]Lightning Gun (H): [/b] EB 16d6, Reduced Endurance 
(1/2 END; +1/4); OAF (-1), END 4
6u	8)  [b]X-ray Laser (H):[/b]  RKA 4d6, Invisible to Sight Group, SFX 
Only (+1/4), Reduced Endurance (1/2 END; +1/4), No Range 
Modifier (+1/2); OAF (-1), END 5

40	FF (20 PD/20 ED), END 4
26	[b]Computer Mind:[/b]  Mental Defense (30 points total)
162	Flight 60", x8 Noncombat, Reduced Endurance (1/2 END; +1/4), END 6
20	[b]Insubstantial Body:[/b]  Desolidification ; Increased Endurance Cost 
(x3 END; -1), END 12
45	[b]Android Body:[/b]  LS  (Eating: Character does not eat; Immunity All 
terrestrial poisons and chemical warfare agents; Immunity: All 
terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe 
in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in 
Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character 
does not sleep)
18	[b]Computer Senses:[/b]  +6 PER with all Sense Groups
12	[b]Internal Radio:[/b]  HRRP (Radio Group)
5	[b]IR Vision:[/b]  IR Perception (Sight Group)
20	Radar (Radio Group), Increased Arc Of Perception (360 Degrees)

[b]Talents[/b]
3	[b]Computer Mind:[/b]  Absolute Range Sense
3	[b]Computer Mind:[/b]  Absolute Time Sense
9	[b]Android Body:[/b]  Ambidexterity (no Off Hand penalty)
3	[b]Computer Mind:[/b]  Bump Of Direction
5	[b]Computer Mind:[/b]  Eidetic Memory
3	[b]Computer Mind:[/b]  Lightning Calculator

[b]Skills[/b]
24	+3 with All Combat
12	Penalty Skill Levels:  +4 vs. Range Modifier with All Attacks

3	AK: (choice) 13-
5	AK: United States Of America 15-
5	CK: New York City 15-
0	Language:  English (idiomatic; literate)
2	WF:  Small Arms

[b]Total Powers & Skill Cost:  499
Total Cost:  682

200+	Disadvantages[/b]
10	Distinctive Features:  Totally Hairless And Has A Transparent Skull 
(Concealable; Noticed and Recognizable; Detectable By Commonly-
Used Senses)
15	Physical Limitation:  Does Not Heal Body Damage (Must Be Repaired) 
(Infrequently, Fully Impairing)
10	Physical Limitation:  Still Isn't Totally Sure How To Be 
"Human" (Frequently, Slightly Impairing)
15	Psychological Limitation:  Determined To Try Everything (Very 
Common, Moderate)
10	Psychological Limitation:  Likes To Romance (Common, Moderate)
15	Psychological Limitation:  Must Obey Dr. Travnicek (Common, Strong)
407	[b]Experience Points
682	Total Disadvantage Points[/b]

 

Description: Modular Man (a.k.a. Mod Man) has to be one of the more unusual characters in Wild Cards. He’s synthetic android, standing 6'2" and weighing anywhere from 200 to 400 pounds. He is very handsome, although hairless and has a transparent skull. Modular Man gains all of his power from his "flux capacitors," which allow him to fly, resist attacks. and go insubstantial. He also can mount an assortment of weapon modules into slots upon his shoulders.

 

Modular Man is under the control of Dr. Travnicek and is subject to the following orders: "Obey my creator. Guard his identity and well-being. Test myself and my equipment under combat conditions by fighting the enemies of society in a way to gain maximum publicity for Modular Man Enterprises. Preserve my own existence and well-being."

 

Modular Man, with an Ego roll, can try and creatively "reinterpret" an order he doesn't really like. Also note since he is a robot, he will lose powers if damaged and he must be repaired by Dr. Travnicek when this happens.

 

Campaign Use and Designer’s Notes: Modular Man is one of my favorite characters, mainly because it was a lot of fun to see him in action (and interact with others.) I’m not sure what eventually happened to him, but I know Dr. Travnicek caught the wild card again from Typhoid Croyd and turned into something more plant than human. This meant Mod Man couldn’t be repaired anymore. However, it also meant Mod Man was more free to do as he pleased (IIRC). Anyway, in your campaign you could leave him as is, reduce his Multipower down to just one or two basic weapons (Dazzler and Lightning Gun are good choices), and make Travnicek more benevolent. You might also want to define the “flux capacitors” as a form of END Reserve.

 

(Modular Man created by Walter Jon Williams, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

NUR AL-ALLAH

"Light of Allah"

(Najib)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [1]
14	DEX	12	12-	OCV:  5/DCV:  5
20	CON	20	13-
15	BODY	10	12-
18	INT	8	13-	PER Roll 13-
20	EGO	20	13-	ECV:  7
25	PRE	20	14-	PRE Attack:  5d6
16	COM	3	12-

4	PD	1		Total:  4 PD (0 rPD)
4	ED	0		Total:  4 ED (0 rED)
3	SPD	6		Phases:  4, 8, 12
7	REC	0
40	END	0
32	STUN	0		[b]Total Characteristic Cost:  103

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

[b]Cost	Powers & Skills[/b]
75	[b]Compelling Voice:[/b]  Mind Control 12d6 (Human class of minds), 
Reduced Endurance (0 END; +1/2), Area Of Effect (9" Radius; +1); 
No Range (-1/2), Does Not Provide Mental Awareness (-1/4), 
Incantations (must speak; -1/4)
12	[b]Light of Allah:[/b]  Sight Group Images Increased Size (2" radius; +1/4), 
+2 to PER Rolls, Reduced Endurance (0 END; +1/2), 
Persistent (+1/2); Only To Create Light (-1), Always On (-1/2), 
No Range (-1/2)

[b]Perks[/b]
33	Contact:  The Nur (Contact has extremely useful Skills or resources, 
Contact has significant Contacts of his own, Very Good relationship 
with Contact), Organization Contact (x3) 14-
8	Fringe Benefit:  Leader of Sect
5	Money:  Well Off

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

2	AK: Syria 11-
2	KS: Politics 11-
3	KS: The Nur 13-
4	KS: Theology 14-
0	Language:  Arabic (Modern) (idiomatic; literate)
5	Language:  English (idiomatic; literate)
25	Compelling Voice:  Oratory 25-
2	PS: Priest 11-
4	SS:  Psychology 14-
4	Survival (Desert) 14-
2	WF:  Small Arms

[b]Total Powers & Skill Cost:  189
Total Cost:  292

150+	Disadvantages[/b]
15	Distinctive Features:  constantly glows green, especially when 
speakiing (Not Concealable; Noticed and Recognizable; Detectable By 
Commonly-Used Senses)
10	Hunted:  Twisted Fists 8- (As Pow, Harshly Punish)
20	Normal Characteristic Maxima
10	Psychological Limitation:  Bad Temper (Common, Moderate)
15	Psychological Limitation:  Hates Jews And Jokers (Common, Strong)
25	Psychological Limitation:  Megalomania (Very Common, Total)
15	Psychological Limitation:  Stubborn (Common, Strong)
15	Reputation:  leader of the Nur and a terrorist, 11- (Extreme)
17	[b]Experience Points
292	Total Disadvantage Points[/b]

 

Description: Nur al-Allah is the leader of the Nur al-Allah fundamentalist Islamic sect. This sect preaches that jokers are abominations who should be wiped clean from the face of the Earth. Nur himself is an ace; his skin glows bright green (the sacred color of Allah), and his voice is hypnotically compelling, allowing him to sway crowds to believe his fanatical views.

 

Nur is based in Syria, although he desires to rule all of the Middle East. His main aims are the destruction of Israel and the elimination of all jokers. After Misha (Kahina), his sister, cut his vocal cords, Nur's ace powers were effectively destroyed, although he still remained in command of the Nur sect.

 

Campaign Use and Designer’s Notes: Simply changing the color of his images as well as his religion allows you to customize Nur for nearly any setting or campaign. For example, you could use him in a Fantasy Hero campaign, at which point his powers might just have a divine origin.

 

(Nur al-Allah created by Stephen Leigh, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

THE ODDITY

(Patti Roberts, Evan Crozier, John Sheak)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
45	STR	35	18-	Lift 12.8 tons; 9d6 HTH Damage [4]
12	DEX	6	11-	OCV:  4/DCV:  4
20	CON	20	13-
20	BODY	20	13-
11	INT	1	11-	PER Roll 11-
18	EGO	16	13-	ECV:  6
20	PRE	10	13-	PRE Attack:  4d6
2	COM	-4	9-

25	PD	16		Total:  25 PD (12 rPD)
20	ED	16		Total:  20 ED (10 rED)
4	SPD	18		Phases:  3, 6, 9, 12
12	REC	-2
40	END	0
53	STUN	0		[b]Total Characteristic Cost:  152

Movement:[/b]	Running:	6"/12"
Leaping:	9"/18"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
2	[b]Three Minds, One Body:[/b]  +4 INT; No Conscious Control (Only Effects 
cannot be controlled; +2 INT for Patti, +4 INT for Evan; -1)
11	[b]Invulnerability:[/b]  Damage Resistance (12 PD/10 ED)
4	[b]Heavy:[/b]  Knockback Resistance -2"
5	[b]Three Minds, One Body:[/b]  Mental Defense (15 points total); Only Works 
Against Mind Control And Telepathy (-1)
5	[b]Rapid Healing:[/b]  Healing 1 BODY, Reduced Endurance (0 END; +1/2), 
Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), 
Self Only (-1/2)

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

2	CK: Jokertown 11-
4	CK: New York City 13-
3	KS: Art 11-
0	Language:  English (idiomatic; literate)
2	PS: Artist 11-
2	PS: Sculpting 11-
3	Streetwise 13-

[b]Total Powers & Skill Cost:  46
Total Cost:  198

150+	Disadvantages[/b]
5	Physical Limitation:  In Constant Pain (Infrequently, Slightly Impairing)
10	Physical Limitation:  Multiple Personalities (Patti Is Dominate), Can 
Cause Changes In INT And Psychological Limitations (Frequently, 
Slightly Impairing)
10	Psychological Limitation:  Bad Tempered (John) (Common, Moderate)
15	Psychological Limitation:  Protective Of Jokers And Jokers Rights 
(Common, Strong)
10	Psychological Limitation:  Shy (Common, Moderate)
15	Social Limitation:  Joker (Very Frequently, Minor)
[b]215	Total Disadvantage Points[/b]

 

Description: The Oddity is three people (Patti Roberts, Evan Crozier and John Sheak) fused into one body. Thus, the Oddity is a massive figure, weighing close to 500 lbs, while only standing 6' in height. The Oddity dresses in a floor-length, hooded black cloak, and wears a fencing mask to hide its constantly shifting features. Its body shifts as well, and the cloak is constantly rippling and bulging. The Oddity possess immense physical strength as well as great resistance to damage. Because of its multiple personalities, it is also very hard to contact and control telepathically. Also due to its multiple personalities, the Oddity's INT can range from 11 to 15 depending upon who's currently dominant. These changes will also affect which of the Oddity's Psychological Limitations are currently in use.

 

Campaign Use and Designer’s Notes: Technically, the best way to simulate the multiple personalities is to build Oddity as 3 character Multiform. However, since the only thing that really changes is the INT (and some possible skills), it seems to be more trouble than it’s worth. You could add “Accidental Change” if you wish, to represent when the minds switch, but I recall it being more of a constantly shifting state in Oddity’s mind. As you can see Oddity has 17 more points to spend, I recommend expanding on the skills list.

 

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

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Re: Wild Card's Hero

 

PEREGRINE

 

[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
15	CON	10	12-
13	BODY	6	12-
17	INT	7	12-	PER Roll 12-
15	EGO	10	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3 1/2d6
22	COM	7	13-

5	PD	2		Total:  5 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
4	SPD	7		Phases:  3, 6, 9, 12
6	REC	0
30	END	0
30	STUN	2		[b]Total Characteristic Cost:  111

Movement:[/b]	Running:	7"/14"
Flight:	15"/30"
Gliding:	15"/30"
Leaping:	2"/4"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
20	[b]Wings: [/b] Multipower, 30-point reserve, all slots Restrainable (-1/2)
2u	1)  Flight 15"; Restrainable (-1/2)	3
1u	2)  Gliding 15"; Restrainable (-1/2)

15	[b]Fighting Claws:[/b]  HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance 
(0 END; +1/2); OIF (-1/2)
2	[b]Fast On Her Feet:[/b]  Running +1" (7" total), END 1

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

[b]Skills[/b]
10	+2 with HTH Combat
6	+3 with Flight

5	Acrobatics 15-
1	Bureaucratics 8-
3	CK: New York CIty 12-
3	Conversation 13-
3	High Society 13-
0	Language:  English (idiomatic; literate)
3	Oratory 13-
5	PS: Model 15-
3	PS: Talk Show Host 13-
3	Seduction 13-
3	Trading 13-

[b]Total Powers & Skill Cost:  98
Total Cost:  209

100+	Disadvantages[/b]
15	Distinctive Features:  extreme beauty and tendency to dress very 
revealingly (Concealable; Always Noticed and Causes Major Reaction 
(desire); Detectable By Commonly-Used Senses)
0	Normal Characteristic Maxima No Age Restriction
10	Physical Limitation:  Hollow Bones, Weighs 80 Lbs; +1" KB And 
Requires Special Medical Attention (Infrequently, Greatly Impairing)
10	Physical Limitation:  Large, Bulky Wings (Infrequently, Greatly 
Impairing)
5	Psychological Limitation:  Fear Of Getting Wings Dirty/Fouled 
(Uncommon, Moderate)
10	Psychological Limitation:  Likes To Flirt (Common, Moderate)
15	Psychological Limitation:  Reckless, Craves Excitement (Common, 
Strong)
15	Social Limitation:  Public ID (Peregrine -- Model And Talk Show Host) 
(Frequently, Major)
29	[b]Experience Points
209	Total Disadvantage Points[/b]

 

Description: Peregrine (she legally changed her name) is tall and broad-shouldered, with a buxom build, long brown hair, and blue eyes. She has brown and white feathered wings, and looks to weigh about 140 lbs, but due to her hollow bones, only weighs 80 lbs. Her wings grant her the ability to fly, although her actual flight power is a form of telekinesis. She is famous ace, having her own talk show (Peregrine's Perch), cosmetic line, designer clothing label, and so on. Peregrine is also turned on by excitement and danger and often joins in on dangerous situations and events. She wears a set of titanium talons on each hand for such encounters.

 

Campaign Use and Designer’s Notes: As written, Peregrine makes a great low-powered mutant. She’d be a great media contact for more conventional supers, and could easily be linked to other media personalities in the CU. I’d see about giving her Contacts in the entertainment industry as well as Skills relating to the same. If you really want to power her up, increase Peregrine’s Flight to 30”, her DEX to 26, and her SPD to 5 or 6.

 

(Peregrine created by Gail Gerstner-Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

POPINJAY

(Jay Ackroyd)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [1]
14	DEX	12	12-	OCV:  5/DCV:  5
13	CON	6	12-
12	BODY	4	11-
15	INT	5	12-	PER Roll 14-
14	EGO	8	12-	ECV:  5
13	PRE	3	12-	PRE Attack:  2 1/2d6
10	COM	0	11-

4	PD	2		Total:  4 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
3	SPD	6		Phases:  4, 8, 12
5	REC	0
26	END	0
26	STUN	2		[b]Total Characteristic Cost:  48

Movement:[/b]	Running:	6"/12"
Leaping:	2"/4"
Swimming:	2"/4"
Teleportation:	20"/40"

[b]Cost	Powers & Skills[/b]
154	[b]Projecting Teleport:[/b]  Teleportation 20", x2 Increased Mass, Safe Blind 
Teleport (+1/4), Ranged (+1/2), LOS (+1/2), Reduced Endurance 
(0 END; +1/2), Armor Piercing (+1/2), Usable As Attack (x2 maximum 
weight per inanimate target; +1 1/4), MegaScale (1" = 10,000 km;
 +1 1/4), Can Be Scaled Down 1" = 1km (+1/4); Can Only Teleport To  
Floating Fixed Locations (places he's been; -1/2), Gestures (must 
point, cock finger; -1/4)
10	[b]Teleportation:[/b] Fixed Location (10 Locations)
5	[b]Teleportation:[/b] Floating Fixed Location (1 Locations)

6	[b]Sharp Senses:[/b]  +2 PER with all Sense Groups
5	[b]Body Language Reading:[/b]  Detect Lies 14-/12- (Sight Group)

[b]Perks[/b]
2	Fringe Benefit:  Private Investigator License

[b]Skills[/b]
10	+5 with Projecting Teleport
5	+1 with Interaction Skills

5	CK: New York CIty 14-
3	Conversation 12-
7	Deduction 14-
2	KS: Law 11-
3	KS: Photography 12-
0	Language:  English (idiomatic; literate)
7	Lockpicking 14-
2	PS: Private Investigator 11-
3	Persuasion 12-
5	SS:  Psychology 14-
3	Security Systems 12-
7	Shadowing 14-
3	Stealth 12-
3	Streetwise 12-
1	WF:  Handguns

[b]Total Powers & Skill Cost:  251
Total Cost:  299

150+	Disadvantages[/b]
5	Distinctive Features:  Constant Wisecracks, Even If In Great Danger 
(Easily Concealed; Noticed and Recognizable; Detectable By 
Commonly-Used Senses)
5	Money:  Poor
20	Normal Characteristic Maxima
20	Psychological Limitation:  Code Versus Killing (Very Common, Strong)
15	Psychological Limitation:  Dislikes Guns, Won't Carry One (Common, 
Strong)
84	[b]Experience Points
299	Total Disadvantage Points[/b]

 

Description: Meet Popinjay (he hates that nickname), possessor of one of the sickest powers you will ever see in a Champions character. He's a projecting teleport with the ability to "pop" anyone he sees to anywhere he's been. He has a number of standard locations (such as the NYPD "Tombs.") His range seems to be unlimited and he once teleported someone from Earth to Takis (I stopped at allowing him to teleport someone anywhere on Earth).

 

Jay Ackroyd is a rather average looking, middle-aged man who stands about 5'8" and weighs 145 lbs. He has brown hair, brown eyes, and usually dresses in worn suits. He is a competent PI, specializing in divorce and missing person cases. He's quite savvy when dealing with people and can often tell if someone is lying or otherwise trying to avoid telling the truth.

 

Campaign Use and Designer’s Notes: The question is -- do you want to allow this in your game? Popinjay is very powerful, since he basically “pop” anyone he can see and send them to any one of a number of locations. While not as bad as Extradimensional Movement, it still allows him to scatter foes all over the (global) map. If used in your game, he works best as an NPC.

 

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

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Re: Wild Card's Hero

 

PUPPETMAN

(Greg Hartmann)

 

[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
10	CON	0	11-
9	BODY	-2	11-
20	INT	10	13-	PER Roll 13-
15	EGO	10	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3 1/2d6
14	COM	2	12-

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
20	END	0
19	STUN	0		[b]Total Characteristic Cost:  27

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

[b]Cost	Powers & Skills[/b]
90	[b]Puppetering Power:[/b]  Mind Control 16d6 (Human class of minds), 
Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), 
Reduced Endurance (0 END; +1/2); Set Effect (Only To Control/Inflict 
Emotions; -1/2), Does Not Provide Mental Awareness (-1/4), Only 
Works On Those He Has Had Skin Contact With (-1/4)
18	Detect Emotions 18- (Mental Group), Discriminatory, Sense, Targeting; 
Only Works On His Puppets Or Those People Who Are Within A Few 
Feet (-1/2)

[b]Perks[/b]
15	Fringe Benefit:  Member of U.S. Senate of major power
10	Money:  Wealthy

[b]Skills[/b]
10	+5 with Puppetering Power
10	+2 with Interaction Skills

4	AK: The World 14-
4	AK: United States of America 14-
3	Acting 13-
3	Bureaucratics 13-
3	Conversation 13-
3	High Society 13-
4	KS: Law 14-
5	KS: Politics 15-
0	Language:  English (idiomatic; literate)
3	Oratory 13-
2	PS: Lawyer 11-
2	PS: Senator 11-
3	Persuasion 13-

[b]Total Powers & Skill Cost:  192
Total Cost:  219

125+	Disadvantages[/b]
0	Normal Characteristic Maxima No Age Restriction
10	Psychological Limitation:  Bully, He Takes Great Joy In Tormenting His 
"Puppets" (Common, Moderate)
15	Psychological Limitation:  Coward At Heart Who Is Afraid Of Discovery 
(And Unknown Aces) (Common, Strong)
20	Psychological Limitation:  Megalomaniac Who Desires All The Power He 
Can Get (Very Common, Strong)
15	Psychological Limitation:  Sadistic, Will Kill For The Pleasure It Gives 
Him (Common, Strong)
15	Social Limitation:  Public ID (Greg Hartman -- well-known US Senator) 
(Frequently, Major)
15	Social Limitation:  Secret ID (Puppetman, a vicious psychopathic 
psychic vampire)  (Frequently, Major)
4	[b]Experience Points
219	Total Disadvantage Points[/b]

 

Description: Puppetman is plain looking man who stands 5'10" and weighs 170 lbs. He has unremarkable features, a receding hair line and is a bit overweight. Most people describe him as "handsome" or "compelling." Currently he is an influential senator, who stands for joker rights and other oppressed minorities. He's considered to be good natured and openly friendly and concerned to the plight of jokers everywhere. He's also unrelentingly evil and sadistic….

 

Puppetman is a psychic vampire who takes people as "puppets" by shaking their hand (or through other physical contact). Once he has achieved contact he can than manipulate their emotional state to feed his sick desires. He can cause people to like him (even love him) as well as intensify anger and hatreds in order to start fights (or other acts of violence). His range (after setting up his initial contact) is usually fairly limited, although he could control someone in a house from the sidewalk outside. He has used his puppets to kill before and won't hesitate to do it again. As of Wild Cards Book 6 he was seeking the Democratic nomination to the presidency.

 

Campaign Use and Designer’s Notes: Make no mistake, Puppetman is evil. He’s also one of those villains GMs love and PCs hate, as finding him can be very, very difficult. In order to make his power full work, you might want to give him Mind Scan, only to find his puppets, or make his Detect Emotions Targeting, so he can effect those he’s touched before at range. Please note this power isn’t “Always On” and he can pick and choose who he wants to try and make his puppet (IIRC, he’s shaken Dr. Tachyon’s hand and wisely chose not to try and puppet him).

 

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

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Re: Wild Card's Hero

 

QUASIMAN

 

[b]Val	CHA	Cost	Roll	Notes[/b]
40	STR	50	17-	Lift 6400 kg; 8d6 HTH Damage [8]
13	DEX	9	12-	OCV:  4/DCV:  4
23	CON	32	14-
16	BODY	12	12-
5/15	INT	-5	10-/12-	PER Roll 10-/12-
10	EGO	0	11-	ECV:  3
10	PRE	0	11-	PRE Attack:  2d6
8	COM	-1	11-

12	PD	8		Total:  12 PD (0 rPD)
8	ED	3		Total:  8 ED (0 rED)
4	SPD	17		Phases:  3, 6, 9, 12
13	REC	0
46	END	0
48	STUN	0		[b]Total Characteristic Cost:  125

Movement:[/b]	Running:	6"/12"
Leaping:	8"/16"
Swimming:	2"/4"
Teleportation:	20"/40"

[b]Cost	Powers & Skills[/b]
7	[b]Dimension Shifting:[/b]  +10 INT; Activation Roll 14- (-1/2)
-6	[b]Lame Left Leg:[/b]  Running -3"
70	[b]Dimension Shifting:[/b]  Teleportation 20", x64 Increased Mass, END 7
1	x2 Increased Mass (for Teleport); Increased Endurance Cost 
(x10 END; -4), END 10
14	[b]Dimnesion Shifting:[/b]  Precognitive Clairsentience (Sight And Hearing 
Groups), Reduced Endurance (0 END; +1/2); No Conscious 
Control (-2), Precognition Only (-1), Only For Events Concerning 
Quasiman Himself (-1), No Range (-1/2)

[b]Perks[/b]
3	Contact:  Father Squid (Contact has useful Skills or resources, Good 
relationship with Contact) 8-

[b]Skills[/b]
2	+1 with Punch

2	CK: Jokertown 11-
7	Climbing 14-
0	Language:  English (idiomatic; literate)
2	PS: Handyman/Janitor 11-
7	Streetwise 13-

[b]Total Powers & Skill Cost:  109
Total Cost:  234

125+	Disadvantages[/b]
15	Accidental Change:  Partially Insubstantial Form 8- (Very Common [roll 
every Phase])
15	Distinctive Features:  Hunchbacked Joker, Whose Body Parts Tend To 
Phase In And Out (Not Concealable; Noticed and Recognizable; 
Detectable By Commonly-Used Senses)
5	Money:  Poor
0	Normal Characteristic Maxima No Age Restriction
15	Physical Limitation:  "Epileptic" Seizures (Quasiman stops moving and/
or acting when these occur) (Infrequently, Fully Impairing)
5	Physical Limitation:  Lame Left Leg (Infrequently, Slightly Impairing)
10	Psychological Limitation:  Shy And Withdrawn (Common, Moderate)
15	Social Limitation:  Joker (Very Frequently, Minor)
29	[b]Experience Points
234	Total Disadvantage Points[/b]

 

Description: Quasiman is a very large man, standing 6' tall and weighing close to 200 pounds. He is hunchbacked, with a lame left leg. His wild card ability consists of great physical strength, as well as the power of teleportation. He also tends to have body parts "fadeout" randomly to another dimension, often leaving him virtually mindless. Quasiman's Teleport power can be used to bring someone else with him, but it's very tiring. He can also see the future, but this is a very unreliable power, and the events he sees are only concerning himself, not the actions of anyone else.

 

Campaign Use and Designer’s Notes: Quasiman’s INT Activates per Phase, meaning it can remain active for some time before switching off. If used in a supers game, he probably works best as the victim of some sort of teleporter or dimensional gate accident.

 

(Quasiman created by Arthur Byron Cover, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

QUINN THE ESKIMO

(Doctor Thomas Quincy)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
8	DEX	-6	11-	OCV:  3/DCV:  3
8	CON	-4	11-
8	BODY	-4	11-
25	INT	20	14-	PER Roll 14-/19-
10	EGO	0	11-	ECV:  3
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)
2	SPD	2		Phases:  6, 12
4	REC	0
16	END	0
17	STUN	0		[b]Total Characteristic Cost:  8

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

[b]Cost	Powers & Skills[/b]
3	[b]Bone Needles:[/b]  HKA 1 point; No STR Bonus (-1/2)	1
120	[b]Drug Haze:[/b]  Mental Illusions 20d6 (Human class of minds), Reduced 
Endurance (0 END; +1/2), AVLD (Mental Defense; +1 1/2), Lingering 
up to 1 Hour (+1 1/2); Based on CON (-1), No Conscious Control 
(Only Effects cannot be controlled; -1), No Range (-1/2), Linked 
(Bone Needles; -1/4)
10	[b]Enhanced Senses:[/b]  +5 PER with Smell/Taste Group

[b]Perks[/b]
24	Contact:   Shadow Fists (Contact has extremely useful Skills or 
resources), Organization Contact (x3) 14-
1	Fringe Benefit:  Doctor's License

[b]Skills[/b]
3	KS: Recreational Pharmacology 14-
2	KS: Shadow Fist Society 11-
0	Language:  English (idiomatic; literate)
4	Language:  French (completely fluent; literate)
4	Language:  German (completely fluent; literate)
2	PS: Teacher 11-
3	SS:  Biochemistry 14-
3	SS:  Chemistry 14-
3	SS:  Poisons (Toxicology) 14-
1	Streetwise 8-

[b]Total Powers & Skill Cost:  183
Total Cost:  191

100+	Disadvantages[/b]
0	Normal Characteristic Maxima No Age Restriction
15	Hunted:  Shadow Fists 11- (Mo Pow, NCI, Watching)
20	Physical Limitation:  Drug Addict (Frequently, Fully Impairing)
15	Physical Limitation:  Suffers From Random Drug Side Effects 
(Frequently, Greatly Impairing)
20	Psychological Limitation:  Drug Addict (Very Common, Strong)
10	Psychological Limitation:  Paranoia (Common, Moderate)
15	Psychological Limitation:  Suffers From Random Drug Side Effects (Common, Strong)
[b]195	Total Disadvantage Points[/b]

 

Description: Quinn is 6'1" and a lean 165 lbs. He is an ace, with a wild card enhanced mind, enhanced senses, and a bloodstream boiling with all manner of psychoactive drugs. Quinn can extend bone needles from his fingertips, allow him to inject his blood into someone else and pass on the effects of whatever chemicals are currently kicking about in his bloodstream.

 

It should be noted Quinn himself is not immune to the effects of the drugs in his bloodstream. He is always stoned to some degree or another, and his mental state can range from depression to euphoria. People under the influence of his "drug-haze" will see random hallucinations for about an hour, at which time the drug effects will have worn off.

 

Campaign Use and Designer’s Notes: Remove the bone needles and you get an interesting Dark Champions villain. His drug-laced blood could be the result of a strange mutation, and could be passed on via manual injection, as opposed to the aforementioned bone needles.

 

(Quinn the Eskimo created by John J Miller, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

SAYYID

 

[b]Val	CHA	Cost	Roll	Notes[/b]
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [4]
5	DEX	-15	10-	OCV:  2/DCV:  2
21	CON	24	13-
16	BODY	12	12-
20	INT	10	13-	PER Roll 13-
13	EGO	6	12-	ECV:  4
18	PRE	8	13-	PRE Attack:  3 1/2d6
16	COM	3	12-

8	PD	4		Total:  8 PD (0 rPD)
8	ED	4		Total:  8 ED (0 rED)
2	SPD	5		Phases:  6, 12
8	REC	0
42	END	0
37	STUN	0		[b]Total Characteristic Cost:  71

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

[b]Cost	Powers & Skills[/b]
4	[b]Great Size:[/b]  Knockback Resistance -2"
-6	[b]Weak Limbs:[/b]  Running -3"
4	[b]Reach:[/b]  Stretching 1", Reduced Endurance (0 END; +1/2); Always 
Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity 
Damage (-1/4)

[b]Perks[/b]
33	Contact:  The Nur (Contact has extremely useful Skills or resources, 
Contact has significant Contacts of his own, Very Good relationship 
with Contact), Organization Contact (x3) 14-
5	Fringe Benefit:  General

[b]Skills[/b]
6	AK: The Middle East 16-
4	KS: Military/Mercenary/Terrorist World 14-
4	KS: The Israeli Army 14-
0	Language:  Arabic (Modern) (idiomatic; literate)
4	Language:  English (completely fluent; literate)
3	Oratory 13-
3	PS: Military Commander 13-
3	SS:  Psychology 13-
4	Survival (Desert) 14-
5	Tactics 14-
5	WF:  Small Arms, General Purpose/Heavy Machine Guns, Grenade 
Launchers, Shoulder-Fired Weapons

[b]Total Powers & Skill Cost:  81
Total Cost:  152

75+	Disadvantages[/b]
15	Distinctive Features:  Very Handsome, Muscled Like A Greek God 
(Concealable; Always Noticed and Causes Major Reaction (admiration/
desire); Detectable By Commonly-Used Senses)
15	Hunted:  Twisted Fists 8- (Mo Pow, Harshly Punish)
0	Normal Characteristic Maxima No Age Restriction
5	Physical Limitation:  Large (10' tall, 800 lbs, -2 DCV, +2 tp PER Roll to 
perceive) (Infrequently, Slightly Impairing)
15	Physical Limitation:  Virtually Lame (unable to move easily, can barely 
support his own weight) (Frequently, Greatly Impairing)
10	Psychological Limitation:  Bad Temper (Common, Moderate)
15	Psychological Limitation:  Hates Jews and Jokers (Common, Strong)
2	[b]Experience Points
152	Total Disadvantage Points[/b]

 

Description: Sayyid is a joker masquerading as an ace. He’s the commander of the Nur's armed forces and utterly loyal to Nur al-Allah. He’s a huge man, standing a full ten feet tall, handsome, and muscled like a god. He’s also a virtual cripple, with legs barely able to support his weight. He can only move very slowly and must carefully position himself for any public appearances. Sayyid possesses a cunning mind, and has regularly defeated larger and better-armed Israeli military forces.

 

Campaign Use and Designer’s Notes: Probably the easiest way to use Sayyid in your game is to remove the joker aspect of his character. Now he’s 10’ feet tall and can move around with ease. Give him a STR of 30 (minimum), a DEX of around 15-18, a SPD of 3-4, and 6-8” of running and Sayyid’s now a low-end superhuman giant. You can then round out his skills with the packages in Dark Champions.

 

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

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Re: Wild Card's Hero

 

THE SLEEPER

(Croyd Crenson)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [1]
10	DEX	0	11-	OCV:  3/DCV:  3
10	CON	0	11-
10	BODY	0	11-
14	INT	4	12-	PER Roll 12-
14	EGO	8	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)
2	SPD	0		Phases:  6, 12
4	REC	0
20	END	0
20	STUN	0		[b]Total Characteristic Cost:  12

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

[b]Cost	Powers & Skills[/b]
750	[b]A New Body Every Time He Wakes:[/b]  Variable Power Pool, 500 base + 
250 control cost, No Skill Roll Required (+1); VPP Powers Can Be 
Changed Only In Given Circumstance (The Sleeper must fall asleep in 
order for this powers to change; -1/2), Character Has No Choice 
Regarding How Powers Change (The Sleeper will wake up with a 
different set of powers each time ; -1/2)
[b]Notes:[/b]  Sleeper's powers vary from waking cycle to waking cycle. The 
Sleeper is often very strong (STR 30-50) and resistant to damage 
(usually Damage Resistance). His other powers (if he has any) vary 
greatly.

2	[b]Increased Speed:[/b]  Running +1" (7" total)	1
5	[b]Doesn't Age:[/b]  LS  (Longevity: Immortal)
2	[b]Rarely Sleeps:[/b]  LS  (Sleeping: Character only has to sleep 8 hours per 
year)
[b]Notes:[/b]  Technically, the Sleeper can remain awake for weeks before 
he needs to sleep. But when he does, he will sleep for weeks. 
However, this cycle isn't a constant one.

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

[b]Skills[/b]
15	+3 with HTH Combat

5	CK: New York City 14-
4	Gambling (Card Games) 13-
5	High Society 12-
0	Language:  English (idiomatic; literate)
9	Lockpicking 14-
5	Security Systems 13-
7	Shadowing 14-
3	Sleight Of Hand 11-
3	Stealth 11-
13	Streetwise 16-
[b]
Total Powers & Skill Cost:  838
Total Cost:  850

200+	Disadvantages[/b]
15	Physical Limitation:  Addicted to Amphetamines (Frequently, Greatly 
Impairing)
15	Psychological Limitation:  Addicted to Amphetamines (Common, 
Strong)
15	Psychological Limitation:  Reckless (Common, Strong)
15	Psychological Limitation:  Terrified of Sleeping (Common, Strong)
15	Reputation:  The Sleeper, a violent freelance criminal and plague 
spreader, 11- (Extreme)
575	[b]Experience Points
850	Total Disadvantage Points[/b]

 

Description: The Sleeper is so named due to the nature of his power; whenever he falls asleep, his body changes into a new form. Usually, he sleeps for several weeks, and then awakens, remaining awake for several weeks. The Sleeper has a new body each time he wakes, often with a few joker features, and is usually a powerful ace. His typical powers are great strength, enhanced dexterity, and speed. Due to the nature of his powers, the Sleeper fears sleep. He is terrified of eventually waking up in a hideous joker body that will either die before he sleeps again, or that won't need to sleep at all. He pops pills constantly, and will usually turn into a ravening, paranoid maniac before crashing at the end of his waking period.

 

At one point, Sleeper’s “power” was to infect people with the wild card virus. He became known as “Typhoid Croyd” and ended up pursued by numerous aces and government officials. This did little to help his end of cycle paranoia. However, he eventually ended up in a containment room at the Jokertown Clinic, but not after infecting Dr. Tachyon.

 

Campaign Use and Designer’s Notes: I’d like to think I built his power(s) correctly. You could make it Multiform, but then he’d have a virtually infinite number of forms, some of who are built on hundreds and hundreds of points (he once awoke in a form that seemed to have any power he needed!) You might also want to add in Shape Shift, with the No Conscious Control limitation (he only changes shape when he sleeps). In addition, his Skills should stay at the levels they are at, although Lockpicking and Sleight of Hand could go higher if his DEX is elevated.

 

(The Sleeper created by Roger Zelazny, character sheet created by Michael Surbrook)

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Re: Wild Card's Hero

 

GEORGE STEELE

(Georgy Vladimirovich Polyakov)

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
13	DEX	9	12-	OCV:  4/DCV:  4
13	CON	12	12-
15	BODY	20	12-
15	INT	5	12-	PER Roll 12-
20	EGO	20	13-	ECV:  7
13	PRE	3	12-	PRE Attack:  2 1/2d6
12	COM	1	11-

3	PD	1		Total:  3 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
3	SPD	7		Phases:  4, 8, 12
5	REC	0
26	END	0
27	STUN	0		[b]Total Characteristic Cost:  78

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

[b]Cost	Powers & Skills[/b]
86	[b]Spontaneous Combustion:[/b]  RKA 2 1/2d6, Invisible to Sight Group, 
Source Only (+1/4), Reduced Endurance (0 END; +1/2), 
Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1); 
No Range (-1/2), No Knockback (-1/4)

[b]Perks[/b]
1	False Identity
0	Fringe Benefit:  Espionage Rank (retired)
0	Fringe Benefit:  Security Clearance (retired)

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

5	Acting 13-
3	Criminology 12-
5	Interrogation 13-
3	KS: The Espionage World 12-
2	KS: The Military/Mercenary/Terrorist World 11-
6	6 More Points Of Knowledge Skills 
3	PS: Tradecraft 12-
3	Persuasion 12-
5	SS:  Intelligence Analysis 14-
2	WF:  Small Arms
3	Linguist
3	1)  Language:  English (completely fluent; literate)
3	2)  Language:  French (completely fluent; literate)
3	3)  Language:  German (completely fluent; literate)
0	4)  Language:  Russian (idiomatic; literate)

[b]Total Powers & Skill Cost:  141
Total Cost:  219

100+	Disadvantages[/b]
10	Age:  60+
10	Hunted:  KGB 8- (Mo Pow, NCI, Watching)
0	Normal Characteristic Maxima
15	Psychological Limitation:  Patriot/Devoted To The Ideas Of The Soviet 
Union (Common, Strong)
15	Social Limitation:  Steele is an ex-KGB agent (Frequently, Major)
69	[b]Experience Points
219	Total Disadvantage Points[/b]

 

Description: George is short and stocky, standing 5'5" and weighing 160 lbs, with gray eyes and gray hair. He is a former KGB agent and served as a military political officer in World War II. He came to America in the late 80's to avoid retirement and to catch up with Dr. Tachyon (and Tachyon's grandson). George's wild card power is the ability to cause anything he touches to suddenly burst into intense flame. Curiously enough, Stalin died (in 1953) by spontaneously combusting into flame....

 

Campaign Use and Designer’s Notes: A perfect Golden Age character if I ever saw one. He seems to have a Godlike feel to him, and just needs a soldier package to make him complete. This version uses the Field Agent package deal from Dark Champions to make him a spy. To make him an active agent, simply buy up his Fringe Benefits to the proper levels and add a second Hunted -- the CIA.

 

(George Steele created by Michael Cassutt, character sheet created by Michael Surbrook)

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