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LMaSV Final - The Collector


gmurie

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The Collector

 

QUOTE:"This is the third cavalry saber ever owned by Napoleon. Exquisite! Who was it that you wanted dead in exchange for this?"

 

Val Char Cost

15/25 STR 5

23/30 DEX 39

23 CON 26

12 BODY 4

23 INT 13

14 EGO 8

25 PRE 15

2 COM -4

 

14/28 PD 11

12/23 ED 7

5/7 SPD 17

8 REC 0

46 END 0

32 STUN 0

 

20" RUN 0

2" SWIM 0

3"/5" LEAP 0

Characteristics Cost: 141

 

Cost Power

41 Shape Shift (Sight, Touch and Hearing Groups, any humanoid shape), Imitation, Makeover, Reduced Endurance (0 END; +1/2) (61 Active Points); Affects Body Only (-1/2) [Notes: If he feels that he needs to change his appearance during a mission he'll use a "Morphic Clothing" focus built as a Cosmetic Transform like the sample Instant Change power.]

10 Strong Will: Mental Defense (13 points total)

10 Healing Factor: Power Defense (10 points)

18 Instant Regeneration: Armor (6 PD/6 ED)

9 Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Always On (-1/2), Self Only (-1/2)

125 Variable Power Pool (Gadget Pool), 100 base + 25 control cost, (150 Active Points); VPP Powers Can Be Changed Only In Workshop (-1/2), Limited Class Of Powers Available All powers must be Foci and use Charges, 0 END, or END Reserve (-1/2) [Notes: Except for the Morphic Clothing all sample powers given are for Speedzone, a false superhero ID. The Bio-Jammer is used in any situation where he thinks he might have to fool superhumans or high tech security.]

0 1) Nueral Stimulator: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) Real Cost: 12

0 2) Nueral Stimulator: +2 SPD (20 Active Points); IIF (-1/4) Real Cost: 16

0 3) Armored Costume: Armor (8 PD/5 ED) (20 Active Points); IIF (-1/4) Real Cost: 16

0 4) Hidden Exoframe: Running +14" (20" total), Reduced Endurance (0 END; +1/2) (48 Active Points); IIF (-1/4) Real Cost: 36

0 5) Hidden Exoframe: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) Real Cost: 8

0 6) Bio-Jammer: Shape Shift (Smell/Taste Group), Cellular, 1 Continuing Charge lasting 6 Hours (+0) (15 Active Points); IIF (-1/4) Real Cost: 12

0 7) Morphic Clothing: Cosmetic Transform 3d6 (Change Clothing to suit Shape Shift), 16 Charges (+0) (15 Active Points); Limited Power Only to change the appearance of his own clothes (-1), IIF (-1/4) Real Cost: 7

Powers Cost: 213

 

 

Cost Skill

16 +2 with All Combat

3 Acting 14-

3 Bribery 14-

3 Computer Programming 14-

3 Criminology 14-

3 Deduction 14-

3 Demolitions 14-

3 Disguise 14-

3 Electronics 14-

3 Forgery 14-

3 High Society 14-

3 Inventor 14-

3 KS: Western History 14-

2 KS: Great Conquerors 11-

2 KS: Classical Art 11-

6 Language: English (imitate dialects; literate)

6 Language: French (imitate dialects; literate)

3 Mechanics 14-

3 Persuasion 14-

3 SS: Miniaturization 14-

3 SS: Metahuman Biogenetics 14-

3 Security Systems 14-

3 Sleight Of Hand 14- (15-)

3 Stealth 14- (15-)

3 Systems Operation 14-

3 Weaponsmith 14-

Champions Everyman Skills

0 1) Climbing 8-

0 2) Concealment 8-

0 3) Conversation 8-

0 4) AK: Western Europe (Everyman Skill) 11-

0 5) KS: Superpowered World 8-

1 6) Language: German (imitate dialects; literate) (6 Active Points)

0 7) Paramedics 8-

0 8) PS: Historian (Everyman Skill) 11-

0 9) Shadowing 8-

0 10) TF: Common Motorized Ground Vehicles, Everyman Skill

Skills Cost: 96

 

Cost Perk

10 Several False Identities and a few Deep Covers

10 Has various fringe benefits scattered among identities, and is minor nobility in Secret ID

30 Followers - Staff of eight 75+75 "caretakers"

30 Base

10 Money: Wealthy

Perks Cost: 90

 

Cost Talent

5 Eidetic Memory

3 Lightning Calculator

4 Speed Reading (x10)

Talents Cost: 12

 

Total Character Cost: 552

 

Pts. Disadvantage

15 Psychological Limitation: Obsessed with History and Historical Artifacts (Common, Strong)

15 Psychological Limitation: Obsessed with Patterns, Sets, and Numbers (Common, Strong)

10 Psychological Limitation: Arrogant (Common, Moderate)

20 Psychological Limitation: Must treat followers with loyalty and respect (Common, Total)

15 Social Limitation: Secret ID - Assisted by henchmen and shapeshifting, but severe consequences (Occasionally, Severe)

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: The Descendants (Group of other children of heroes) 8- (As Pow, Capture)

15 Distinctive Features: Natural Form is Inhuman (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

Disadvantage Points: 140

Base Points: 200

Experience Required: 212

 

BACKGROUND

Richard VonKlef is a disappointment, or at least so far as anyone knows he is. He's the son of parents who belong not only to two wealthy aristocratic linages, his father is Duke Klaus VonKlef and his mother Helene Oceanas of a French aristocrat mother and an Atlantean prince, but his family have been superheroes and masked avengers going back generations. His mother is the aquatic super heroine Oceana and his father is Kosmos, one of the most powerful superheroes in Europe.

 

Richard was not super powered, adventurous, heroic, or noble in any way. Despite a far above normal intellect and skill with invention.

 

In fact, for most of his youth Richard was an embarrassing mixture of normal human, annoying and overbearing jerk, and neurotic mess. He had a series of attempts by both himself and his parents to follow in their footsteps. All were failures, and achieved little other than frustration, and a lifelong dislike of other children of prominent superheroes on Richard's part. True enough he had a stunning aptitude for history and technology, but any attempt at being a costumed adventurer was doomed by his weak body and many neurosis.

 

For him, the last straw was after he'd moved away from home. He had a nice quiet life, and using his own love of history and his technological skills had set himself up nicely. He had a few dozen patents, some well regarded books of history in publication, and a staff in his country estate and workshop that attended to his needs well enough. That all ended when a number of super powered criminals invaded his home, and his "friends" from The Descendants hero group (all children of heroes like him) trashed the place and got some of his staff members killed.

 

Some time before that incident, Richard had happened upon some experimental material used by Teleios in a trade with another collector. He used the serum on himself even though he was certain it might kill or disfigure him. The result was that his flesh became malleable, and he became must stronger physically. Richard built himself a workshop to build the arsenal he would need, and rehired new people to make up his staff.

 

As the Collector Richard is as obsessed with history and antiquities as before, but he's also much more functional. Whether due to the destruction of his home, or the bio-genetic treatments he applied to himself, Richard is able to act outside of rigidly controlled patterns of behavior. He still does things in order and in sets, in a recent museum robbery he took pains to kill each security guard in a set pattern, one in each display area.

 

Richard never named himself the Collector, it's a code name that PRIMUS and UNTIL have assigned to the mysterious shape shifting criminal who has raided museums and collections all over the world. It's also believed that he's responsible for the death of the hero Lionheart of the Descendants, though why he would have targeted the destructive strongman is unknown. He has a staff of several people who act as caretakers for himself and his new estate, but who also happen to be agents who've retired from active duty with various world conquerors or organizations. Richard has cleaned up their histories and made peace with their previous employers through a variety of guises, and is now considered a minor player in the Superpowered World. If someone wants a particular rare item they need only put out the word that they need the Collector's services, and that they have money or rare historical objects to trade.

 

PERSONALITY

 

Richard is a collector in the strongest way imaginable. If he has an object of a particular type he can't rest until he has a full set, or traded it to other collectors for objects that will round out other sets. He's also ambitious and greedy in the sense that having money and power will help him with his collecting. He also HATES superheroes who can't live up to the stringent standards that he believes his own parents have set.

 

Though he is a remorseless killer and thief Collector has a strong code of honor. Richard treats his followers, whom he calls his caretakers, with courtesy and respect. He also won't kill people whom he considers worthy, but he'll kill those he considers lacking in greatness or nobility without hesitation.

 

POWERS AND TACTICS

 

Collector is a shape changer, and he can reshape the flesh of his body with ease and great skill. However, he cannot copy powers, or even alter the shape of his clothing or gear. For that he relies on an arsenel of minaturized devices. He has several cover identities, including one as a superhero called Speedzone. Most of the time, he'll just imitate a museum guard, and equip himself with small lethel devices and his chameleonic clothing.

 

Collector will avoid combat at all costs, even if he's been hired to kill someone. He prefers the sneak attack or the dagger in the dark. To kill Lionheart he use his guise as Speedzone to lure the hero into an abandoned coal mine and blew it up on top of him. If he is forced into a direct confrontation Collector will fight like a rabid animal. He'll use the most lethal attacks at his disposal in order to escape. He also will NEVER abandon one of his Caretakers, though the Caretakers are more like support staff and rarely get personally involved excapt against orders. They are under orders to flee combat and escape by any means that they can.

 

APPEARANCE

 

In his natural form Collector looks monstrous. His skin is tacky, a greyish white color, and textured like nothing normally associated with a living being. His eyes are a solid milky white color. He can almost never be found in this form, and only if someone has a means of disrupting his shapeshifting power or stun him will anyone see him for what he is.

 

Collector has no costume or set of devices that he uses on any regular basis.

 

CAMPAIGN USE

 

Relative to other mastermind type villains Collector does not have a lot of personal power. However, he's a deadly difficult opponent to deal with. His combination of Shape Shifting and Gadget VPP make him able to imitate anyone. If he doesn't have the skill to invent a particular device himself, he can usually trade or steal to get one. Collector is meant to be a back scene villain, but can easily be a central master villain to a teen champions game. Just change around his history a bit so he's closer to being a contemporary of the heroes.

 

Collector is usually too occupied with his collecting to be a hunter, but if a hero crosses him one too many times, or worse yet doesn't live up to the standards of great heroes he might become a hunter. Collector is a cruel and vindictive hunter. He'll use his skills and his shapechanging to lure a hero into a trap, or trick other people into attacking the hero. For example, he might disguise himself as that hero when committing a crime so the authorities come after him or her.

 

Collector can't be made much less powerful than he already is and still be a credible threat. The best way is to reduce the size of his VPP, knock his SPD down to 4, and get rid of his followers. To make him more powerful add more skills, some martial arts skills, and increase the size of his VPP.

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Re: LMaSV Final - The Collector

 

He has possibilities. :) Nice

 

I'm not too thrilled with him. The initial version I created was built on 700 points, but I had to carve away things until he was more reasonable in size. Most of it was in perks, and GM's can just "handwave" that, but the beefier version was more combat capable.

 

Also: PLOT HOOKS

 

Collector uses some gadgets to replicate the powers and appearance of each of the PCs, and then steals valuable from a different museum or collection while in each guise in turn. Can the PC keep the authorities off their backs long enough to prove their innocence?

 

Oceana and Kosmos disappear while on a mission. A wealthy benefactor of the arts (Collector in one of his Deep Covers) hires the PCs to find out what's happened to them.

 

GRAB discovers that their mysterious benefactor is Collector. They know of his reputation as a murderer, and try to trick the PCs into taking Collector down without implicating them.

 

If the PCs have a base with a Trophy Room the Collector may decide to rob it of any interesting items. His compulsion for numbers, orders, and sets forces him to vandalize something special to each PC in a particular way while he's at it.

 

Collector uses his shapechanging skills to foment a turf battle between UNTIL and PRIMUS in the campaign city. He tricks them into crossing each other up during investigations, and disguises himself as an UNTIL agent on even numbered days and a PRIMUS agent on odd numbered days for a month. By the end of it all, the PCs have to untangle what's happened or have law enforcement tied in knots for weeks afterwards.

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Re: LMaSV Final - The Collector

 

Here are the agents:

 

Collector's Caretakers

 

Val Char Cost

15 STR 5

11 DEX 3

13 CON 6

12 BODY 4

13 INT 3

11 EGO 2

15 PRE 5

10 COM 0

 

5/9 PD 2

4/7 ED 1

3 SPD 9

6 REC 0

26 END 0

27 STUN 0

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 40

 

Cost Power

13 Pocket Blaster: EB 8d6 (40 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4)

6 Collapsable Truncheon: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

5 Ballistic Clothing: Armor (4 PD/3 ED) (11 Active Points); Activation Roll 13- (-3/4), IIF (-1/4)

Powers Cost: 24

 

Cost Martial Arts Maneuver

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike

Martial Arts Cost: 12

 

Cost Skill

9 +3 with blasters and small arms

12 Choose any four three point skills at need

3 Acting 12-

3 Climbing 11-

3 Concealment 12-

3 Conversation 12-

3 Disguise 12-

3 KS: History 12-

3 KS: Art 12-

3 Mimicry 12-

3 Persuasion 12-

3 Security Systems 12-

3 Stealth 11-

3 Streetwise 12-

3 Teamwork 11-

4 WF: Common Melee Weapons, Small Arms

Champions Everyman Skills

0 1) Deduction 8-

0 2) AK: Home Country or Region (Everyman Skill) 11-

0 3) KS: Player's Choice 8-

0 4) Language: Native Language (idiomatic) (4 Active Points)

0 5) Paramedics 8-

0 6) PS: Character's Job, Hobbie or area of Interest (Everyman Skill) 11-

0 7) Shadowing 8-

0 8) TF: Common Motorized Ground Vehicles, Everyman Skill

Skills Cost: 64

 

Cost Perk

10 A variety of favors and contacts

Perks Cost: 10

 

 

Total Character Cost: 150

 

Base Points: 75

Experience Required: 75 (can fill in disads with a variety of Hunteds, plus a Secret ID, Subject to Orders, and Psych: Loyal to Collector.)

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