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Black Scorpion


Mark Rand

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This is a serios character, not a campy one, like Roger Corman's.

 

The woman behind the mask is Mariko Yamashiro, the daughter of a business executive and a university professor. She started learning gymnastics when she was three and ninjitsu when she was six, both from an aunt.

 

When she was 18, she traveled to Japan with family members to find out who would be the next divinly-chosen, and blessed, heroine known as Black Scorpion. To everyone's surprise, expecially hers, Mariko was chosen.

 

After graduating with a masters in electronics, she has joined the local superhero team, the PCs, as technical manager. On a roll of 8-, she will be invited to join them on a mission. On a roll of 17-, she will decline the invintation.

 

She has few powers. THey are an increased life span, rapid healing, enhanced senses, and instant change. She also has several gadget multipowers & VPPs.

 

Mariko's family is very wealthy. She has a Ford F-350 pickup truck with a camper shell that tows a trailer carrying her candy-apple red Lamborhini Diablo race car as well as a gloss-black Lamborghini Murcielago that morphs (slightly) into the Scorpionmobile. Additionally, since she's its regular driver, she has the use of the local Sports Car Club of America's Ford Mustang GT pace car.

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Re: Black Scorpion

 

Wouldn't it make more sense to have the PCs invite her, or not, rather than rolling for it?

 

If she declines on 17-, will the PCs actually adventure with her in the course of the campaign?

 

Just an observation, but if you don't want the PCs taking her along that often, it would probably just be better for you as GM to keep her reluctant to assist or unavailable save when you actually want to include her.

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Re: Black Scorpion

 

Wouldn't it make more sense to have the PCs invite her, or not, rather than rolling for it?

 

If she declines on 17-, will the PCs actually adventure with her in the course of the campaign?

 

Just an observation, but if you don't want the PCs taking her along that often, it would probably just be better for you as GM to keep her reluctant to assist or unavailable save when you actually want to include her.

 

Actually, there won't be any dice rolling. It's just an indication of how often she'll be with them on a mission.

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Re: Black Scorpion

 

As an addendum to the above, Mariko assists her Aunt Fujiko, her former teacher, and her niece, Kimiko, a Buffy-style Slayer, when they and their friends hunt evil undead when called.

 

She has no objection to the team joining them on their own, but she'll only invite them along if either Fujiko or Kimiko request it.

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Re: Black Scorpion

 

Sounds like a Kato style character.Which are great to play!

 

I would agree that there some similarities, but my original intent was to create a serious version of the Roger Corman character.

 

In most cases, the heroes will see her either in the electronics lab or working on some piece of electronics equipment. When we do "The Vintage Plot", which relates to the city's vintage car grand prix, we'll see her as a socialite, a race car driver, and the region's lead pace car driver.

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  • 2 weeks later...
  • 3 weeks later...

Re: Black Scorpion

 

In all probability, I'm going to run a game based on the International Super Teams concept, which was created for GURPS Supers. If it helps, think of it as UNTIL with everyone having superpowers.

 

Each IST base, always called an embassy, has a minimum of 8 heroes, with at least 6 on duty each week. Since only two can come from the region of the country the embassy is in, Black Scorpion now comes from Tokyo, Japan. Otherwise, her background remains almost the same.

 

Her father is a vice president of R&D at a major electronics company and her mother's a college professor. Her aunt and uncle were her gymnastics and ninjitsu teachers and her father was involved in the construction of some of her high-tech equipment. The ceremony in which she was empowered was held at a shrine in the mountains.

 

Construction-wise, it will be easy to create her. The HD kunoichi template will serve as the basis for her character sheet. Her equipment will be written up as three multipowers and a variable power pool. Time to hit the books. I'll post the sheets for her and the Scorpionmobile soon.

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  • 3 weeks later...

Re: Black Scorpion

 

A quick update, Black Scorpion is one of three specialist characters that usually operate solo. When she's not on a mission, she can often be found in the training facilities, honing her skills and training others.

 

One of the other specialists is Warder, a mage who works out of her home, but comes in either for physical training or when called.

 

The third is still under construction.

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Re: Black Scorpion

 

The third specialist is for MI6 agent Samantha Mitchel, who often who often works with security.

 

Among the other contenders were Mariko's American cousin, Christine, and Christine's blood-sister, Mary Anders.

 

Christine, who received the power to phase through matter, is now IST Vancouver's Shadowcat.

 

Mary, who now has an extended life span and is Mariko's designated successor, is now IST San Angelo's lead electronics engineer and Mariko's student, sparring partner, and, as Valkyrie, a reserve American Gladiator.

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Re: Black Scorpion

 

Here's the first draft of the Scorpionmobile writeup.

 

[b]Scorpionmobile - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
40    STR     10   40      17-       HTH Damage 8d6  END [4]
23    DEX     39   23      14-       OCV 8 DCV 6

18    BODY    4   18      13-






6    SPD     27   6                 Phases:  2, 4, 6, 8, 10, 12



66    RUN      60   66"                END [0]
0    SWIM     -2   0"                END [0]
0    LEAP     0   0"                0" forward, 0" upward

[b]CHA Cost: 170[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
22     Ground Movement +30" (66" total), x4 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+0) (65 Active Points); OAF Bulky (Focus: reinforced tires; -1 1/2), Only On Appropriate Terrain (-1/2) - END=
3     [b][i]Oil Slicker[/i][/b]: Change Environment 1" radius, -4 to Dex-based Rolls to move on/through (14 Active Points); 4 Charges (-1), IIF Bulky (-3/4), Limited Arc Of Fire (60 degrees behind vehicle; Only on same horizontal level; -3/4), No Range (-1/2), Only Affects Characters Moving On The Ground (-1/4) - END=[4]
19     [b][i]Armored Panels[/i][/b]: +8 DEF (24 Active Points); Limited Coverage Nearly 360 Degrees (Not on windshield/windows; -1/4) - END=
10     [b][i]Retractable Armor[/i][/b]: +6 DEF (18 Active Points); Nonpersistent (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Visible (-1/4) - END=
5     Armor (10 PD/0 ED) (15 Active Points); OIF Bulky (-1), Only Works Against damage from collisions (-1) - END=0
60     [b][i]Extremely Advanced Locks[/i][/b]: Negative Skill Levels (-20 with lockpicking) - END=6
10     [b][i]Hermetically Sealed, With Oxygen Supply[/i][/b]: Life Support  (Self-Contained Breathing) - END=0
6     [b][i]Communications Systems[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1) - END=0
24     [b][i]Flashing Lights & Siren[/i][/b]: Sight and Hearing Groups Images 1" radius, +/-3 to PER Rolls - END=2
10     [b][i]Passenger Ejection Seat[/i][/b]: Telekinesis (26 STR) (39 Active Points); 1 Recoverable Charge (-1 1/4), OIF Bulky (-1), No Range (-1/2), Affects Whole Object (-1/4) - END=[1 rc]
10     [b][i]Driver Ejector Seat[/i][/b]: Telekinesis (26 STR) (39 Active Points); 1 Recoverable Charge (-1 1/4), OIF Bulky (-1), No Range (-1/2), Affects Whole Object (-1/4) - END=[1 rc]

[b]POWERS Cost: 179[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
8      +4 with ground movement
11      CK: San Angelo & Environs (22 Active Points); OIF Bulky (-1) 29-

[b]SKILLS Cost: 19[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Hunted:  United Nations 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10     Reputation:  Black Scorpion's Corvette, 11-

[b]DISADVANTAGES Points: 25[/b]

Base Pts: 200
Exp Required: 143
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 368



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Re: Black Scorpion

 

I haven't seen the show. What's the point of her being selected as the Black Scorpion if she doesn't go fighting crime with the PCs?

 

[Edit...]

 

Ah, I see. She hunts undead on her own time.

 

In a team like the Champions, she's a reserve member.

 

In a team, like the IST, where a certain number of heroes are assigned to the team, she's a full member or a specialist that occasionally assists the team. In the latter case, she's a game master PC when I GM and my PC when I let someone else act as game master.

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Re: Black Scorpion

 

Here she is, ready for your comments.

 

[b]Black Scorpion - Mariko Yamashiro[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [3]
18    DEX     24   18      13-       OCV 6 DCV 6
17    CON     14   17      12-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
14    EGO     8   14      12-       ECV: 5
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
8    PD      5   8             8 PD (0 rPD)
8    ED      5   8             8 ED (0 rED)
4    SPD     12   4                 Phases:  3, 6, 9, 12
6    REC     0   6
38    END     2   38
30    STUN    2   30
7    RUN      0   7"                END [2]
3    SWIM     0   3"                END [2]
6    LEAP     0   5 1/2"                5 1/2" forward, 2 1/2" upward

[b]CHA Cost: 90[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
8     [b][i]IST Communicator[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0
37     [b][i]Ninja Weapons And Gadgets[/i][/b]: VPP, 30 base + 7 control cost,  (45 Active Points); Limited Class Of Powers Available ninja gear (-1/2), VPP Can Only Be Changed At Base (-1/2) - END=
18     [b][i]Ninja-to And Saya[/i][/b]: Multipower, 37-point reserve,  (37 Active Points); all slots OAF (-1) - END=
1u     1)  [b][i]Blade[/i][/b]: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum 15 (-3/4), Real Weapon (-1/4) - END=0
1u     2)  [b][i]Hilt/Saya As Club[/i][/b]: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum 15 (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) - END=0
1u     3)  [b][i]Blinding Powder In Saya[/i][/b]: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) - END=[1]
1u     4)  [b][i]Sageo As Strangling Garrotte[/i][/b]: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 4 (-1/4), Must Follow A Successful Grab Maneuver (-1/4) - END=0
1u     5)  [b][i]Saya As Breathing Tube (Takezutso)[/i][/b]: Life Support  (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) - END=0
1u     6)  [b][i]Saya And Sageo As Climbing Platform[/i][/b]: +1 with Climbing Skill (5 Active Points); OAF (-1) - END=
20     [b][i]Deflecting And Dodging[/i][/b]: Missile Deflection (Any Ranged Attack) - END=0
3     [b][i]Strong Leaper[/i][/b]: Leaping +3" (5 1/2" forward, 2 1/2" upward) - END=1
2     [b][i]Strong Runner[/i][/b]: Running +1" (7" total) - END=1
1     [b][i]Strong Swimmer[/i][/b]: Swimming +1" (3" total) - END=1

[b]POWERS Cost: 95[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Martial Arts: Ninjutsu
4      1)  Atemi Punch:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4      2)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      3)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5      4)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 Strike
4      5)  Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4      6)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike
3      7)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls
1      8)  Weapon Element:  One Weapon Type (GM's choice)
1      9)  Weapon Element:  One Weapon Type (GM's choice)

[b]MARTIAL ARTS Cost: 30[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
8      +1 with All Combat
2      +1 OCV with Ninja-to

3      Acrobatics 13-
3      Ukemi: Breakfall 13-
3      Climbing 13-
3      Intonjutsu: Concealment 12-
3      Conversation 12-
3      High Society 12-
3      Combat Driving 13-
0      TF:  Small Motorized Ground Vehicles
2      Systems Operation (Cellular and Digital, Radio, Telephone Communications) 12-
3      Lockpicking 13-
3      Security Systems 12-
1      Language:  Japanese (imitate dialects; literate) (6 Active Points)
     IST Package Deal
2      1)  CK: Seacouver, Washington 11-
2      2)  CK: United States 11-
1      3)  KS: United Nations & international history 8-
4      4)  Language:  English (completely fluent; literate)
3      5)  Language:  French (completely fluent) [Notes: Taking French is optional.]
1      6)  KS: history of host country 8- [Notes: Taking "history of the host country" is optional.]
3      7)  Tactics 12-
8      CK: Tokyo, Japan 17-
3      KS: Ninjutsu 12-
3      Language:  Ninja Clan Codes and Symbols (Fluent Conversation; Literacy)
3      Persuasion 12-
3      PS: Kunoichi 12-
3      SS:  Pharmacology/Toxicology 12-
5      Seduction 13-
5      Shinobi-iri: Stealth 14-
9      WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote

[b]SKILLS Cost: 98[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      Fringe Benefit:  Membership: Kunoichi
     IST Package Deal
3      1)  Access
11      2)  Fringe Benefit:  International Driver's License, International Police Powers, IST Member Rank, Passport
33      3)  Contact:  United Nations (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14-

[b]PERKS Cost: 48[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Lightsleep

[b]TALENTS Cost: 3[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Distinctive Features:  Ninja Night-Suit Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10     Distinctive Features:  Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
15     Hunted:  own ninja clan 11- (Frequently), More Powerful, NCI, Watching
    IST Package Deal
25     1)  Hunted:  United Nations/IST Command 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20     2)  Hunted:  Enemies of the IST/U.N. 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20     3)  Social Limitation:  Subject to orders (Very Frequently, Major)
25     Psychological Limitation:  Loyal To United Nations Very Common, Total
15     Reputation:  lethal Japanese assassin, Frequently (11-), Extreme
5     Rivalry:  with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

[b]DISADVANTAGES Points: 140[/b]

Base Pts: 200
Exp Required: 24
Total Exp Available: 67
Exp Unspent: 43
Total Character Cost: 364



 

Background and such to follow.

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