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M. Bison (Lord Vega)


Mavnn

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Inspired by the RDU use of the Tekkan background, as well as the Fighting Game world thread in other genres, I thought I'd create stats for M. Bison (of Streetfighter fame) to use as a (relatively minor) master villian in my own Champions game.

 

I'll put the stats first, then follow up with how I plan to use him during the game, and where I see Shadow Law fitting into the Champions Universe (my version thereof).

 

Comments, please - the game I'm planning is run on standard CU guidelines (the Champions are available as possible PCs, and other characters have/are being built to fit in with them power level wise). Bison is designed to be a stiff to losing fight for a team of starting characters, but someone who will be forced to use his background abilities as the party increases in power and XP.

 

As a quick aside for the purists among you, I haven't tried to convert Bison's every move from the games - this write up is mainly based on the Street Fighter II Animated Movie, with the Psycho Crusher thrown in for good measure :).

 

M. Bison

 

Player:

 

Val Char Cost

40 STR 30

29 DEX 57

30 CON 40

25 BODY 30

23 INT 13

23 EGO 26

40 PRE 30

10 COM 0

 

30 PD 22

30 ED 24

7 SPD 31

14 REC 0

60 END 0

100 STUN 40

 

6" RUN 0

2" SWIM 0

8" LEAP 0

Characteristics Cost: 343

 

Cost Power

20 Filled with Psycho Power: +20 Mental Defense (25 points total)

33 Body Filled with Psycho Power: Damage Resistance (20 PD / 20 ED / 25 Mental Def.)

10 Control of the Psycho Power: Power Defense (10 points)

8 Telekinetic Bracing: Knockback Resistance -4"

30 Telekinetic Movement: Flight 15"

4 Mental Powers: Multipower, 27-point reserve, all slots: (27 Active Points); OAF Psycho Drive Machinery Immobile Fragile (-2 1/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), Target Must be Restrained within Psycho Drive (-1)

1u 1) Twisted Puppet Creation: Mind Control 2d6, Telepathic (+1/4), Cumulative (x16 max.) (+1 1/2) (27 Active Points)

1u 2) Discover the Secret Desires: Telepathy 2d6, Cumulative (x16 max.) (+1 1/2) (25 Active Points); Receive Only (-1/2)

80 Psycho Powers: Multipower, 80-point reserve

7u 1) Telekinetic Deflection: Missile Deflection (Any Ranged Attack; Missile Reflection, Reflect At Any Target), Ranged (Adjacent Hex; +1/2) (75 Active Points)

6u 2) Faster than the Eye Can See: Teleportation 30" (No Relative Velocity, Position Shift, x2 Increased Mass) (80 Active Points); Must Pass Through Intervening Space (-1/4)

5u 3) Psycho Shot: Energy Blast 10d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (75 Active Points); Extra Time (Full Phase; -1/2)

3u 4) Psycho Crusher: Hand-To-Hand Attack +8d6, Area Of Effect (Covers Area Moved Through) (15" Line; +1) (80 Active Points); Increased Endurance Cost (3x END; -1), Hand-To-Hand Attack (-1/2), Must Make Full Move with Flight (-1/4)

Powers Cost: 208

 

Cost Martial Arts Maneuver

Ler Drit

4 1) Double Palm Strike: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to Shove

3 2) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on

4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +8d6 Crush, Must Follow Grab

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

4 5) Punch/Kick: 1/2 Phase, +2 OCV, +0 DCV, STR +6d6 Strike

5 6) Foot Slide: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 +v/5; Target Falls; FMove

4 7) Root: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to resist Shove; Block, Abort

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

16 9) +4 HTH Damage Class(es)

Martial Arts Cost: 48

 

Cost Skill

10 +1 Overall

24 +3 with All Combat

9 +3 with Ler Drit

3 Acting 17-

3 Analyze: Style 14-

9 Breakfall 18-

3 Bribery 17-

3 Bureaucratics 17-

3 Conversation 17-

3 Criminology 14-

3 High Society 17-

3 Interrogation 17-

3 Inventor 14-

3 Oratory 17-

3 Persuasion 17-

3 PS: Commander (PRE-based) 17-

3 PS: Dictator (PRE-based) 17-

3 SS: Psionics (INT-based) 14-

3 Streetwise 17-

3 Tactics 14-

3 Linguist

3 1) Language: Thai: Idiomatic, native accent (4 Active Points)

3 2) Language: English: Idiomatic, native accent (4 Active Points)

3 3) Language: Japanese: Idiomatic, native accent (4 Active Points)

3 4) Language: German: Idiomatic, native accent (4 Active Points)

3 5) Language: Romany: Idiomatic, native accent (4 Active Points)

0 6) Language: Italian: Idiomatic, native accent (Native)

3 Scholar

2 1) KS: Ler Drit (INT-based) (3 Active Points) 14-

2 2) KS: The Underworld (INT-based) (3 Active Points) 14-

2 3) KS: The Super World (INT-based) (3 Active Points) 14-

2 4) KS: Martial Arts World (INT-based) (3 Active Points) 14-

2 5) KS: Law Enforcement Agencies (INT-based) (3 Active Points) 14-

2 6) KS: Psycho Power (INT-based) (3 Active Points) 14-

2 7) KS: Psionics (INT-based) (3 Active Points) 14-

3 Traveler

2 1) AK: America (INT-based) (3 Active Points) 14-

2 2) AK: Japan (INT-based) (3 Active Points) 14-

2 3) AK: Thailand (INT-based) (3 Active Points) 14-

2 4) AK: Las Vegas (INT-based) (3 Active Points) 14-

2 5) AK: Washington (INT-based) (3 Active Points) 14-

2 6) AK: London (INT-based) (3 Active Points) 14-

Skills Cost: 150

 

Cost Perk

3 Anonymity

80 Follower (x5000, 75 Base, 75 Disad)

15 Money (Filthy Rich)

90 Bases (x4, 400 Base, 50 Disad)

50 Vehicles (250 Base, 50 Disad)

10 Fringe Benefit (Head of State)

11 Contact: Senator Kelly (14-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact is slavishly loyal to character)

7 Contact: Mafia Don (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)

1 Contact: Mechassassin (8-)

6 Contact: Thai Government (8-) (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) (6 Active Points)

Perks Cost: 273

 

Cost Talent

16 Combat Sense 15-

27 Danger Sense (14-) (Function as a Sense, Sensitivity: Any Danger)

Talents Cost: 43

 

Total Character Cost: 1065

 

Pts. Disadvantage

15 Distinctive Features: Huge Man with a Huge Chin, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

20 Enraged: When Insulted or Disobeyed, Common, go 11-, recover 11-

10 Hunted: UNTIL, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

15 Hunted: VIPER, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

20 Psychological Limitation: Must be in Command, Very Common, Strong

25 Psychological Limitation: Powerlust, Very Common, Total

5 Psychological Limitation: In Love with Cammy, Uncommon, Moderate

10 Psychological Limitation: Overconfidence, Common, Moderate

15 Psychological Limitation: Will Always Accept Challenge to Fight, Common, Strong

15 Hunted: Menton, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Reputation: Psychotic Would-be World Conquerer, Frequently (11-), Extreme, Known Only To A Small Group

Disadvantage Points: 160

Base Points: 200

Experience Required: 705

Total Experience Available: 715

Experience Unspent: 10

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Background:

[Note: While this borrows heavily from the Street Fighter games, it includes several non-canon elements.]

 

M. Bison was born to a long line of Gypsy mystics in the 1960s, and his grand mother quickly determined that he was one of the most powerful members of the family to have ever been born. This wasn't his only unusual trait - as he grew older, he also grew in stature, growing to six foot tall by his 14th birthday and wielding the strength of an ox. His family trained him in his mystic heritage, including the family martial art of Ler Drit (used for control of his abilties as much as it's fighting potential), and taught him that his powers should always be used to help the needy, and support the healthy balence of mystic might in the world.

 

Unfortunately, Bison didn't agree. He saw his birth right as a natural sign of his superiority to the rest of the world. The teasing he received for his abnormal size and looks, along with the racism he experienced as a romany, made him all the more determined to make his mark. Soon he began to experiment with his powers, well outside the careful bounds he was being taught by his mentors. Warned by her own psychic premonitions that something was wrong, Bison's aunt Rose confronted him, and after a long argument decided the only safe course was to seal off Bison's powers. Unfortunately, Bison had planned for this day. As Rose began the ritual, the wards Bison had placed turned it against her, and he quickly chanelled for power into himself, leaving her a lifeless husk. Filled with power, he left his family and their teaching behind forever.

 

Already physically powerful, Bison knew that his Aunt's mental powers must now be available to him, if he could but find a way to use them. After years of travel and research, he developed the 'Psycho Drive Machinery', which enables him to slowly build up a control of a man's mind, as well as delving into the person's inner most thoughts. Now he was set. Using his great power of persuasion where it was suffient, and his mental and physical abilities where nessicarry, Bison quickly built his base of power in Thailand, also acquiring the services of Sagat, a Muay Thai fighter looking for the perfect fight who had been banned from the circuit when he started displaying superhuman abilties. Since then he has moved from strength to strength, building his organisation (Shadow Law) around a core group of powerful minions. He has infiltrated the mafia, taken over a small nation state in the Indian Ocean to assure himself diplomatic immunity, and recruited a cadre of highly paid and cutting edge scientists - although only the ones without morals.

 

Along the way, he has also managed to annoy several people, Menton and VIPER among them. But as far as he's concerned, it's only a matter of time before he overcomes them all and takes his rightful place as ruler of the world. He is always on the lookout for powerful people he can manipulate and control (ie. the PCs), and regularly organises or takes note of fighting tournaments and other events, looking for suitable candidates.

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Campaign use:

Bison's main game hook for the campaign is his Psycho Machinery. While his mind control is limited in some ways (even a little Mental Defense will stop it's effect), it can build up to a frightening level on those with no defenses. This allows Bison to function in subtle and frightening ways to the PCs - Captain Glory always did fight VIPER, but this time he took the cell down at cost to an innocent... Requiem's DNPC girlfriend leaves town for a couple of nights, and when she comes back she's just a very tiny bit different... why has my cleaner started radioing my movements to someone unknown when she thinks I'm not listening?

 

His fascination with fighting potential is also a useful plot hook for his use in games. Powerful fighting PCs with little Mental Defense will be prime targets, especially if you as the GM can convince a player to play 'the other side' for a session or two as Bison corrupts them to ruin the team's reputation - or just to keep them occupied. Against NPCs he can take a longer term approach - suddenly the team's alleys start turning up as mob enforcers. Bison is both mobile (with his plane), and enjoys hunting personally, so these's things can crop up anywhere Shadow Law is active. Of course, once the characters have foiled him once, Bison will start taking an even more active role in destroying them.

 

His other main plot point is the fact that he enjoys proving his superiority in fights. He frequently holds tournaments where people compete for the right to fight him, and if challenged to a fight he will always agree to it. This doesn't mean that he will break off everything and square off here and now, but he will definately arrange to come back and have the duel at a later date. Note, though, that Bison is at the fight to prove he is superior above all else. He is not an honourable man, and will happily cheat, blackmail and intimidate his way to victory in the duels he arranges. Of course, if someone is genuinely weaker then him (not unlikely in general), he will just take great pleasure in squasing them personally.

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Nice stuff. Only question is why you decided he's Italian. I always was under the impression he'd work best in a superhero universe as being the creation of Soviet psionic research into creating a supersoldier. 'Sides, that costume just says Eastern Bloc military to me. Other than that, he's a tough little monkey but not unbeatable, which is as it should be.

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The only real reason for his 'Italian-ness' is the character Rose from Street Fighter Alpha 2 and 3, a gypsy who is trying to track down Bison and seal away his Psycho Power for ever (dun dun dah!!). Errmm... and then she tries and fails, dieing in the process (depending on the end story you get). This seemed the closest thing to background that Bison had so far, so I went with it. She's italian in the game, and wields a couple of funky ablities both in game and via her story bits (precognition, reflecting chi attacks, duplicating herself - and a scarf she powers up with psychic energy).

 

Glad you like the write up, and now that I've worked out how (I was being slow yesterday), I'll be adding the Hero Designer file to this thread on the HD Forum.

 

Out of interest, it sounds like you've considered using him in a Supers game. Have you ever got round to it, and how did it go?

 

Michael

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Looks good. An experienced party should be able to beat him, if he doesn't have any of his minions. My only suggestion would be to make his flight 0 END, and Position Shift. He seems to be able to fly with no effort, and in the Street Fighter II animated movie he gets up with no visible effort with his flight.

 

John Spencer

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Originally posted by Mavnn

The only real reason for his 'Italian-ness' is the character Rose from Street Fighter Alpha 2 and 3, a gypsy who is trying to track down Bison and seal away his Psycho Power for ever (dun dun dah!!). Errmm... and then she tries and fails, dieing in the process (depending on the end story you get). This seemed the closest thing to background that Bison had so far, so I went with it. She's italian in the game, and wields a couple of funky ablities both in game and via her story bits (precognition, reflecting chi attacks, duplicating herself - and a scarf she powers up with psychic energy).

 

Glad you like the write up, and now that I've worked out how (I was being slow yesterday), I'll be adding the Hero Designer file to this thread on the HD Forum.

 

Out of interest, it sounds like you've considered using him in a Supers game. Have you ever got round to it, and how did it go?

 

Michael

 

Well, that's as solid a lead on his backstory as I've heard. I personaly got lost mapping their timelines when the Zero/Alpha releases muddled things .

As to using him, well, I did run a Streetfighter/Fatal Fury game for a few sessions and was working up to him but that fell apart when my players took off out of state. As it was, I hadn't statted him out yet. I'll happily swipe this one, though to save me some trouble. Thanks for the loan, I'll treat him like family.

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