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The Candy Striper


Enforcer84

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The Candy Striper

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

30 DEX 60 15- OCV: 10/DCV: 10

20 CON 20 13-

12 BODY 4 11-

20 INT 10 13- PER Roll 13-/17-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

22 COM 6 13-

8/17 PD 5 Total: 8/17 PD (0/9 rPD)

8/17 ED 4 Total: 8/17 ED (0/9 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

10 REC 6

40 END 0

40 STUN 10 Total Characteristic Cost: 170

 

Movement:

Running: 7"/14"

Leaping: 4"/8"

Swimming: 3"/6"

 

 

Cost Powers END

67 Candy-Shaped Weapons: Multipower, 100-point reserve, (100 Active Points); OIF (multiple OAFs; -1/2)

1u 1) Candy Cane: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2

1u 2) Candy Corn Caltrops: Killing Attack - Ranged 1d6, Automatically Targets Hit Location 18 (+0), Uncontrolled (removable by spending a Full Phase to sweep them aside; +1/2), Area Of Effect (4" Radius; +1), Continuous (+1) (52 Active Points); OAF (-1), 2 Recoverable Charges (-1), Activation Roll 14- (-1/2), No Knockback (-1/4), Only Affects Characters Moving On The Ground (-1/4), DEX Roll Cancels Effect (-1/4), Limited Range (10"; -1/4) [2 rc]

2u 3) Chocolate-Covered Cherry Bombs: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) [8]

1u 4) Cookie Shuriken: Killing Attack - Ranged 1d6, Autofire (3 shots; +1/4) (19 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) [8]

2u 5) Licorice Whips: Entangle 5d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (56 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4), Cannot Form Barriers (-1/4) [8]

2u 6) Peppermint Ice Cream Cone of Smiting: Hand-To-Hand Attack +10d6 (50 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 5

Notes: Unlike her Candy Canes which are just clubs. The Ice Cream Cone of Smiting is a mace with a cold aura generated about it (and peppermint candy scent). The HA should be considered a Cold Attack

3u 7) Sweet Roll Scented Knockout Gas Pellet Projector: Energy Blast 6d6, Area Of Effect (One Hex; +1/2), No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (75 Active Points); OAF (-1), 8 Charges (-1/2), Limited Range (30"; -1/4) [8]

3u 8) Taffy Grenades: Entangle 5d6, 5 DEF, Explosion (lose 1d6 and 1 DEF per 1"; +1/2), Sticky (+1/2) (100 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4]

 

Gravity Well Boots

20 1) Moon Leaping: Leaping 20" (Accurate, x4 Noncombat) (30 Active Points); OIF (-1/2) 3

8 2) Omni-Directional Walking: Clinging (20 STR) (12 Active Points); OIF (-1/2)

 

Sexy Nurse Hat and Domino Mask

5 1) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2)

6 2) Mask Radio II: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)

3 3) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2)

8 4) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2)

2 5) Ultrasonic Receiver: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)

 

Sexy Villainess Costume

5 1) Distracting Costume: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-1/2), Only Works Once Per Target Per Scene (-1/2)

18 2) Strong Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2)

 

 

Sexy Nurse Style

Maneuver OCV DCV Notes

3 Bed Ridden (Throw) +0 +1 3d6 +v/5, Target Falls

4 Bonk! (Punch/Low Kick) +2 +0 5d6 Strike

5 Candy Swings for the Bleachers! (Uppercut/Axe Kick) +1 -2 7d6 Strike

3 Huggs! (Grapple) -1 -1 Grab Two Limbs, 25 STR for holding on

3 Hugs, Kisses, and a GERMAN SUPLEX! +0 +2 5d6 Strike; Target Falls; Must Follow Grab

4 Missed! -- +5 Dodge, Affects All Attacks, Abort

3 Trip +2 -1 4d6 Strike, Target Falls

1 Weapon Element: Clubs

1 Weapon Element: Whips

 

 

Perks

10 Heiress: Money: Wealthy

9 Contact: The Candy Man (Weapon Designer) (Contact has very useful Skills or resources, Very Good relationship with Contact) 14-

5 Contact: The Calender Girls (Eleven other rather benign costumed criminals who release annual calenders for charity) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-

20 The Candy Store: Base

 

 

Talents

6 Sexy Dodge!: Combat Luck (3 PD/3 ED)

4 Er...She's Bendy: Double Jointed

3 Hell on High Heels: Environmental Movement (no penalties on High Heels)

 

 

Skills

16 +2 with All Combat

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

3 Contortionist 15-

10 Defense Maneuver I-IV

3 Forensic Medicine 13-

3 Forgery 13-

3 Lockpicking 15-

3 Paramedics 13-

3 SS: Biology 13-

2 SS: Medicine 11-

3 Scholar

2 1) KS: Confectionery Industry (3 Active Points) 13-

1 2) KS: The Criminal Underworld (2 Active Points) 11-

1 3) KS: The Medical World (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 13-

3 Seduction 13-

3 Shadowing 13-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Systems Operation 13-

7 WF: Common Melee Weapons, Javelins and Thrown Spears, Off Hand, Staffs, Thrown Knives, Axes, and Darts, Thrown Rocks, Whips

 

Total Powers & Skill Cost: 330

Total Cost: 500

 

200+ Disadvantages

15 Enraged: If innocents harmed in her presence (Common), go 11-, recover 14-

20 Hunted: Diamond Diva 11- (As Pow, NCI, Harshly Punish)

10 Hunted: Nighthunter (Vigilante with no sense of humor) 8- (As Pow, Harshly Punish)

20 Hunted: The High King 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing/Hippocratic Oath Remnants (Common, Total)

15 Psychological Limitation: Soft hearted; protective of innocents (Common, Strong)

15 Psychological Limitation: Theme Villain; obsessed with Candy/Sweets (Common, Strong)

10 Psychological Limitation: Wants to be loved (Common, Moderate)

10 Reputation: Crazy Villainess, 11-

10 Social Limitation: Secret Identity (Occasionally, Major)

Notes: Her identity is only of moderate concern for her. Her money is basically in untouchable overseas markets and her only living relatives are in Europe.

5 Unluck: 1d6

150 Experience Points

 

Total Disadvantage Points: 500

 

 

 

Background/History: 26 years ago, a wealthy scion of a confectionary family and his new bride found to their horror that they could not have children. Neither took it well. James Waterson IV took steps to ensure that his beloved Adelle would have the child she so desperately wanted. He used a portion of his fortune and his surprising street smarts to track down a doctor of "flexible" morality.

 

Dr Helix, was surprised that his cover had been blown and almost killed the young man before ever hearing his story. But James Waterson was very persuasive. The master geneticist was not an unfeeling man of stone; the story and pleas somehow moved him. He agreed to treat Adelle Waterson and ensure that a child of this couple would be born. He did warn that there might be side effects.

 

When Melinda Waterson was eleven she told her father she would be a doctor. He was delighted. Sure, she didn't want to be in the sweets industry, but his brother's children were both quite capable and being groomed to keep the business in the family. Melinda grew up bright and strong. She was a beautiful young woman and entered into medical school when she was 19. She was never as happy as she was that first year.

 

Then her mother died in a car accident. Then her father, despondent over his wife's death, disappeared. Melinda's world was crumbling. She found strength in her family, and spent a summer in London with her father's brother and her cousins. She would have stayed with them, studying medicine in the UK if she hadn't been engaged to be married to a fellow med student. When she started her second year of med school, she had recovered the fire in her eyes and the joy in her voice. This was not to last either, sadly. Melinda's fiancée, Adam, had been cheating on her. In more ways than one. Not only was he unfaithful, he siphoned money from her inheritance, plagiarized her work, and in general used her. What's worse, his other girlfriend humiliated her spreading lies and even on one occasion physically beating her.

 

Melinda disappeared for a while. She used some of her money and traveled, trying to forget, and perhaps to find her missing father. She was gone a long time. About two years ago, a new costumed criminal appeared. Calling herself the Candy Striper, she appeared at the home of Dr. Adam Hall during his New Year's party. She robbed the guests, punched his fiancée, Amber Weis, and left him hanging from the ceiling, tangled in licorice. No one else was harmed. She stole $50 from his wallet, gave out chocolate kisses to the guests and left.

 

Since then The Candy Striper has made he headlines on a few occasions. Her crimes are generally high profile, grand events and always involve candy or sweets in some way. She also makes appearances giving candy and sweets, often with toys or money, to low income families, orphanages, etc. Her criminal record is long but she's not really high on the list of criminals to be captured. A certain humorless vigilante seeks to capture her (not kill, she's never been even implicated in a murder).

 

Personality/Motivation: Happy, go-lucky, comically insane; these describes the Candy Striper pretty well. But there's a glint in her eye, something that makes people who have encountered her on more than one occasion to think there's more going on there than she lets on. Candy Striper will not take a life, even if she thinks they deserve it. She also loves children and family and she helps the poor when she can, either through legitimate charity work in her "Secret" identity, or with the proceeds of her criminal ventures. She has no qualms about fighting though, and sees it as great sport, like her criminal career. She also enjoys robbing criminals and then giving their money away.

 

Quote: "Aw, Nighthunter, you know you're sweet on me."

 

Powers/Tactics: Candy has superhuman reflexes and an oddly effective fighting style that appears alternately comical or traditional at her whim. She often makes sound effects when she fights. Her arsenal of Candy themed Weaponry has been altered/refined over the two years she's been active. Right now she has two restraining weapons (Licorice Whips and Taffy Grenades), two melee weapons (Candy Canes, Ice Cream Cone of Smiting), Throwing blades (Cookies) Caltrops (Candy Corn) and explosive cherry bombs. She also seems to have large amounts of actual candy on hand when she acts to hand out else where.

 

This candy is high quality, but bears no brand name.

 

Campaign Use: Candy is someone who came to mind when I was reading Gadgets and Gear. She's a cross between DC's Harley Quin and Foxbat...but not. She can be just as crazy as she acts. But in truth, in my campaign she found her father. He found evidence that her mother was murdered. Her superhuman abilities were the side effects of the circumstances surrounding her birth. It is possible that Dr Helix might have had plans for her if he hadn't been killed in the 1990's.

Her father makes the candy she hands out. He uses recipe's he's developed on his own so that his family business is not implicated.

 

Appearance: When her powers activated in her early twenties, Melinda was transformed into a petite, yet shapely beauty. She has flawless skin, on the fair side. Her eyes are beautiful green and her hair is (naturally) a hot pink, not unlike candy. She wears a sexy "Candy Striper" uniform that is armored and revealing at the same time. It is made of a special material overlay that basically is sheer in spots to make her 'Va Va Voom'. The costume itself is pink and white.

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Re: The Candy Striper

 

I don't know if she'd be Eastern Knight's worst enemy or best friend...

 

Eastern Knight stares in mesmerized envy at the candy-shaped weapons. So far there has been no enmity aroused between the two women. Until The Candy Striper reaches for one of her candy-shaped weapons and find a little Asian girl's mouth attached to it.

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Re: The Candy Striper

 

Eastern Knight stares in mesmerized envy at the candy-shaped weapons. So far there has been no enmity aroused between the two women. Until The Candy Striper reaches for one of her candy-shaped weapons and find a little Asian girl's mouth attached to it.

 

...

 

...

 

I'll be in my bunk.

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Re: The Candy Striper

 

Cool, interesting, and apparently an occasional foe of Nighthunter, the Masked Wrestler of Justice.

 

I'd rep, but can't right now. :)

 

Got him for you.

 

OT: Before I looked at the actual character write-up, I saw the thread title and was wondering, "Why is E-84 writing up a superpowered hospital volunteer?"

 

Great character though!

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Re: The Candy Striper

 

My first thought upon seeing this character?

 

"Who can create such tasty weapons?"

 

"The candyman can!"

 

(AHEM)

 

 

Fun character, Enforcer84. I may just have to swipe her to drive one of my players (who's got a dark, brooding, smart mouthed character) nuts...

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Re: The Candy Striper

 

My first thought upon seeing this character?

 

"Who can create such tasty weapons?"

 

"The candyman can!"

 

(AHEM)

 

 

Fun character, Enforcer84. I may just have to swipe her to drive one of my players (who's got a dark, brooding, smart mouthed character) nuts...

Did you see who here weaponsmith contact was? :D

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Re: The Candy Striper

 

I created a super-villain group called the Candy Bag Gang. Never finished them, but I did finish Mr. Minty, E.Bunny, and the Gingerbread Man. Here's Mr. Mintymisterminty.jpg

 

Mister Minty

Jorge de Mint

Cost Characteristic Value Roll Notes

5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]

24 DEX 18 13- OCV: 6 DCV: 6

10 CON 15 12-

4 BODY 12 11-

8 INT 18 13- PER Roll: 13-

4 EGO 12 11- ECV: 4; Mental Defense: 10

8 PRE 18 13- PRE Attack: 3 1/2d6

2 COM 14 12-

4 PD 7 Total: 15 PD (8 rPD)

4 ED 7 Total: 15 ED (8 rED)

12 SPD 4 Phases: 3, 6, 9, 12

0 REC 6 Running: 10" / 20"

0 END 30 Swimming: 2" / 4"

7 STUN 35

 

Mister Minty | Summary

Real Name: Jorge de Mint Hair Color: Brown Dyed Green

Concept: Gadgeteer Eye Color: Green

Affiliation: Candy Bag Gang Height & Weight: 5' 8" (1.73 m) / 141 lbs (63.96 kg)

Played By: NPC Date of Birth: August 6, 1974

Created By: Noah Thorp Place of Birth: Amsterdam, Netherlands

Cost Powers END

108 Candy Bag Power Pool: Variable Power Pool (Gadget Pool), 90 base + 18 control cost, (135 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1)

0 1) Atomic Fireball: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); 3 Charges (-1 1/4), OAF (-1) Real Cost: 25

0 2) Bon Bombs: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) Real Cost: 22

0 3) Bubble Gum Gun: Entangle 5d6, 5 DEF, Sticky (+1/2) (75 Active Points); OAF (-1), Activation Roll 15-, Jammed (-3/4), 12 Charges (-1/4) Real Cost: 25

0 4) Creme Pie: Sight and Hearing Groups Flash 1d6, Attack Versus Limited Defense (Force Fields; +3/4) (17 Active Points); 1 Charge (-2), OAF (-1) Real Cost: 4

0 5) Gum Drops: Energy Blast 10d6, Indirect ( Same origin, always fired away from attacker; +1/4) (62 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 25

0 6) Jawbreakers: Telekinesis (20 STR), Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2) (60 Active Points); Only to Throw Target to Ground (-2), Does No Damage (-1), 2 Recoverable Charges (-1), OAF (-1), Activation Roll 14- (-1/2), (No Effect on Flying/Leaping; -1/4), (DEX Roll Cancels Effect; -1/4) Real Cost: 8

0 7) Licorice Whip: (Total: 38 Active Cost, 13 Real Cost) Hand-To-Hand Attack +2 1/2d6, Reduced Endurance (1/2 END; +1/4) (16 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 6) plus Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 7) Real Cost: 13

[Notes: Range 3"; can Grab] 1

0 8) Pixie Stix: Shrinking (0.2159 m tall, 0.1249 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Usable As Attack (+1) (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2) Real Cost: 24

0 9) Star Mints: Sight , Smell/Taste and Hearing Groups Flash 8d6 (50 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) Real Cost: 18

12 Candy Cane: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

3 Mask: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

14 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)

8 Devilish Fast: Running +4" (10" total) 1

8 Warped Mind: Mental Defense (10 points total)

Cost Talents

4 Bends Like Taffy: Double Jointed

5 Never Forgets a Recipe or a Face: Eidetic Memory

9 One Hand is as Good as Another: Ambidexterity (no Off Hand penalty)

Cost Martial Arts

Maneuver Phase OCV DCV Notes

16 Candy Cane Fighting

 

 

Candy Poke 1/2 +0 +2 5d6 Strike

 

Slap on the Wrist 1/2 -1 +1 Disarm; 25 STR to Disarm

 

Lay Down and Take a Nap 1/2 +1 +1 3d6 Strike; Target Falls

 

Taking Candy Away From a Baby 1/2 +0 +0 Grab Weapon, 25 STR to take weapon away

Cost Skills

16 +2 with All Combat

3 Acrobatics 13-

3 Acting 13-

3 Breakfall 13-

3 Bureaucratics 13-

3 Concealment 13-

3 Contortionist 13-

3 Disguise 13-

10 Defense Maneuver I-IV

0 Everyman Skills

AK: Amsterdam, Netherlands 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: Dutch (Idiomatic, native accent)

[Notes: Native Language]

PS: Confectionier 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 KS: Candy Making 13-

3 KS: Magic 13-

3 Language: English (completely fluent)

3 Language: French (completely fluent)

3 Lockpicking 13-

3 Security Systems 13-

3 Sleight Of Hand 13-

3 Stealth 13-

200+ Disadvantages

20 Hunted: Dawnstars 8-

20 Hunted: Local Law Enforcement 8-

20 Normal Characteristic Maxima

10 Psychological Limitation: Bitter

10 Psychological Limitation: Cheerful Charlie

25 Psychological Limitation: Mad as a Hatter

10 Reputation: Candy Themed Villain, 11-

15 Social Limitation: Creepy

15 Social Limitation: Secret Identity

5 Unluck: 1d6

0 Experience Points

Mister Minty | Points Summary

Characteristics Cost: 92 Base Points: 200

Powers Cost: 153 Disadvantages: 150

Talents Cost: 18 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 16 Unspent Experience: 0

Skills Cost: 71 Total Points: 350

Background

Jorge de Mint came from a long line of candy makers in the Netherlands. He was the sixteenth de Mint to run de Mints Chocolates, a well-known manufacturer of chocolates in Europe. However, his families’ success in the candy business proved to be his undoing. An international corporation called Euro-Conglomerate sought to take over the company that ran in Jorge’s family for generations. Little did Jorge know that Sterling House controlled Euro-Conglomerate. Jorge stood little chance to save his company from the takeover. Eventually Jorge was ousted, and a new group of board of directors installed in his place, all of the loyal to Sterling.

 

 

Bitterly Jorge retired to his families’ mansion. However forced retirement drove Jorge to distraction. Trying to find anything to distract him from his predicament, Jorge discovered that his grandfather had a secret library. Inside the library Jorge found some really odd recipe books. Over the next few weeks Jorge spent night and day in the library pouring over the books. Jorge became convinced that these secret recipes would allow him to regain control of his company. However, it would take a lot of money for him to realize this vision.

 

 

Coming out of the library, Jorge had an idea. Everything had been taken from him, so now it was time for him to strike back. Yet, Jorge didn’t want to go to jail for what he wanted to do. That night, Jorge came up with the idea for Mister Minty. He designed himself a costume, dyed his hair green, and using the secret recipes cooked up some exotic candy weapons. The world that had thrown away Jorge de Mint would find it hard to ignore Mister Minty. Since then Mister Minty has been on a crime spree across Europe. During his crime spree, he even found others like him, and together they formed the Candy Bag Gang.

 

Personality

Jorge is a seriously bent personality. This loss of his families business has driven off the deep end. Only occasionally can Jorge reign in the lunacy. The magic that he discovered in his family library may have further eroded his personality. Jorge feels a lot of bitterness over his ousting from the presidency of de Mints, but the face he projects to the world is of a man without a care in the world, always smiling as he commits his crimes. There's no telling how he'd react if he ever learned who was behind the take over. Jorge has to really restrain himself around others to not burst out with hysterical laughter.

 

Quote

"This is going to be as easy as stealing candy from a baby. Haaa Haaa Haaa!"

 

Powers

Jorge is really a normal man, and would be truly unremarkable if it wasn't for his twisted way of doing magic. Using his families hidden magical recipes he has been able to create a wide variety of candy like weapons, from a licorice whip that acts just like a real whip, and causes real wounds, to the pixie stix which contains a powder that causes anyone who breathes it in to shrink to the size of a real pixie. Jorge changes his candy arsenal from time to time. However, his favorite weapon is his candy cane, which he can deliver powerful blows with.

 

 

Because of his psychosis mentalists have difficulty affecting his mind. His insanity also seems to have put a hitch in his steps, making Jorge an agile foe to face. For a man who has been making candies for most of his life, Mister Minty has proved to be a fair hand to hand combatant.

 

Appearance

Mister Minty is a man of average height, and little on the skinny side. He's slightly balding, but his dyed his remaining hair green, including his eyebrows. For a costume Mister Minty wears a green jacket over a white shirt, gloves, pants, and equally green shoes. In his hands he wields a wicked candy cane. Naturally Mister Minty wears a domino mask that makes his eyes look white. Mister Minty pulls out his candy weapons from the insides of his jacket, or from the sleeves, or even his pants pockets. A smile is always plastered on Mister Minty's face, no matter what crime he's commiting.

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Re: The Candy Striper

 

Here's E.Bunny

 

ebunny.jpg

 

E.Bunny

Herbert "Herb" Weinermann

Cost Characteristic Value Roll Notes

20 STR 30 15- Lift: 1600.0kg; HTH: 6d6; END: [3]

33 DEX 21 13- OCV: 7 DCV: 7

20 CON 20 13-

4 BODY 12 11-

2 INT 12 11- PER Roll: 11-/13-

0 EGO 10 11- ECV: 3; Mental Defense: 0

5 PRE 15 12- PRE Attack: 3d6

0 COM 10 11-

4 PD 10 Total: 20 PD (10 rPD)

6 ED 10 Total: 20 ED (10 rED)

19 SPD 5 Phases: 3, 5, 8, 10, 12

0 REC 10 Running: 6" / 12"

0 END 40 Swimming: 2" / 4"

3 STUN 40

 

E.Bunny | Summary

Real Name: Herbert "Herb" Weinermann Hair Color: Brown

Concept: Weapon Master Eye Color: Brown

Affiliation: Candy Bag Gang Height & Weight: 5' 8" (2.73 m) / 220 lbs (99.79 kg)

Played By: NPC Date of Birth: August 10, 1971

Created By: Noah Thorp Place of Birth: New York, New York

Cost Powers END

40 Eggzooka: Multipower, 60-point reserve, (60 Active Points); all slots IAF (-1/2)

3u 1) Bad Egg: Energy Blast 4d6, Area Of Effect Nonselective (4" Radius; +3/4), No Normal Defense (LS: Self Contained Breathing; +1) (55 Active Points); 8 Charges (-1/2), IAF (-1/2)

3u 2) Exploding Egg: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 8 Charges (-1/2), IAF (-1/2)

4u 3) Jelly Beans Filled Egg: Energy Blast 3d6+1, 500 Charges (+1), Autofire (20 shots; +1 1/2) (59 Active Points); IAF (-1/2)

3u 4) Marshmallow Peeps Filled Egg: Summon 64 50-point Marshmallow Peeps, Ranged (+1/2) (60 Active Points); 8 Charges (-1/2), IAF (-1/2)

3u 5) Peanut Butter Filled Egg: Entangle 3d6, 3 DEF (Stops A Given Sense Group: Sight Group), Sticky (+1/2) (60 Active Points); 8 Charges (-1/2), IAF (-1/2)

3u 6) Plastic Grass Filled Egg: Change Environment 16" radius, -6" Running, Long-Lasting: Permanent (60 Active Points); 8 Charges (-1/2), IAF (-1/2)

30 Bunny Costume: Armor (10 PD/10 ED)

17 Bunny Hop: Leaping +12" (18" forward, 9" upward) (x4 Noncombat) 2

12 Rabbit Ears I: High Range Radio Perception (Radio Group)

4 Rabbit Ears II: +2 PER with Hearing Group

8 Rabbit Ears III: Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (360 Degrees)

Cost Talents

3 Give me a moment and I'll add this up: Lightning Calculator

6 Lucky Rabbits Foot: Combat Luck (3 PD/3 ED)

22 My Rabbit Senses are Tingling: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 11-

Cost Martial Arts

Maneuver Phase OCV DCV Notes

28 Generic Martial Arts

 

 

Block 1/2 +2 +2 Block, Abort

 

Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort

 

Kick 1/2 -2 +1 12d6 Strike

 

Punch 1/2 +0 +2 10d6 Strike

 

Throw 1/2 +0 +1 8d6 +v/5, Target Falls

 

+2 HTH Damage Class(es)

Cost Skills

9 +3 with Eggzooka

3 Acrobatics 13-

3 Acting 12-

3 Breakfall 13-

3 Climbing 13-

3 Contortionist 13-

10 Defense Maneuver I-IV

0 Everyman Skills

AK: New York, New York 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Accountant 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

2 KS: Banking 11-

3 Shadowing 11-

3 Sleight Of Hand 13-

3 Stealth 13-

200+ Disadvantages

15 Distinctive Features: Man in a Bunny Suit

20 Hunted: Local Law Enforcement 8-

15 Hunted: Mystery 8-

5 Money: Poor

10 Physical Limitation: Allergies

20 Psychological Limitation: Doesn't Want to be a Villain

10 Psychological Limitation: Easily Flustered

20 Psychological Limitation: Inferiority Complex

10 Social Limitation: Not Taken Seriously

15 Social Limitation: Public Identity

10 Unluck: 2d6

0 Experience Points

E.Bunny | Points Summary

Characteristics Cost: 116 Base Points: 200

Powers Cost: 130 Disadvantages: 150

Talents Cost: 31 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 28 Unspent Experience: 0

Skills Cost: 45 Total Points: 350

Background

Herb sat at the kitchen table in his grungy apartment drinking coffee in his boxers and an undershirt reading the classified ads. He ran a hand over his stubbly face, and wondered when he last shaved. Was it a week ago? The memory was painful. A week ago his whole life had came crashing down. His job with the bank had suddenly disappeared in a downsizing. Now Herb was out of a job. It wasn’t long after he had lost his job, that his wife of ten years, Dolores left him, for another woman. Herb hadn’t seen it coming. Then to top it off his dog bit him. Herb couldn’t help but rub his derriere. At least Dolores took the dog with her.

 

 

So here Herb sat, remembering his past contemplating his future. None of the job offers seem to interest him. He didn’t want to drive cab, he got lost all the time, he didn’t want to be a janitor, and he was allergic to ammonia. Oh, he thought. Here’s a job he could do, candy gram deliverer. Not much else in the paper looked interesting. Maybe Herb needed a change of pace.

 

 

Standing up Herb took a red pen and circled the ad. “I’ll do it,” said Herb to an empty room. Maybe then his luck would change.

 

 

Herb stood out in front of the building and couldn’t help but scratch his head. This couldn’t be the place. This place looked like an abandoned factory, but no, as he got to the door he saw a sign the words “Candy Bag Gumi” written in a rainbow of colors. Herb had no idea was a “Gumi” was.

 

 

Herb opened the door and walked into an office. There was no receptionist, but the smell of chocolate, and other candy smells seemed to waft through the building. Herb looked down at his tie, and again tried to work at the mustard stain out of it. No luck.

 

 

“Um…hello,” said Herb tentatively. “Is there anybody here?”

 

 

Silence answered Herb. The place was kind of weird thought Herb. Where was everybody? Herb was just about to give it up and as he turned around he practically ran into the made standing mere inches behind him. Herb almost soiled himself. How had this guy gotten so close to Herb without him noticing, and that smile, creepy?

 

 

“Hello, hello,” said the man with an odd accent. Herb couldn’t place it exactly. Was it French or was it German? And the man wore the most eye-wrenching green suit.

 

 

“Um…yes,” said Herb, “I’m here about the job.” Herb raised the newspaper thinking to show the man proof to why he was here.

 

 

His smile seemed to grow even wider, and Herb wondered if he should make the sign of the cross.

 

 

“Excellent, excellent,” said the smiling man, “you are my first vic…um…applicant for the job. My name is de Mint. Jorge de Mint, lately of Brussels. Please, please walk this way.”

 

 

This guy made the hairs of Herbs arms stand up. Herb was about to say no, but realized his prospects weren’t so great.

 

 

Mister de Mint showed him through to another room behind the reception area. Bubbling pots of candy lined the area, and Herb was taken aback when de Mint picked up a large candy cane and used it like a walking stick.

 

 

“What you see here,” said de Mint “is the bulk of my new endeavor. I shall restart my candy empire here with these new confections, and you my dear fellow shall help me.”

 

 

“Um, yeah,” said a nervous Herb, as de Mint draped an arm across his shoulder.

 

 

“Here we are. Here we are,” said de Mint. “I’m so excited. Behold my E. Bunny suit.”

 

 

With a gesture like a cheap stage magician, de Mint unveiled the bunny suit.

 

 

Herb wasn’t sure. It definitely was a bunny suit, large, goofy, and pink.

 

 

“Um…” said Herb turning to face de Mint, who practically had tears of joy leaking from his face.

 

 

“Okay,” said Herb, “I really don’t have any more prospects, so I’ll wear it.”

 

 

“Excellent, excellent,” said de Mint. “I’m sure you won’t be disappointed in it. I designed it with a few extras.”

 

 

Herb proceeded to put the bunny suit on. It was a bit snug, but Herb figured he needed to loose some weight anyway.

 

 

“A bit snug,” said Herb pulling on the zipper a little. It wouldn’t budge.

 

 

“Um,” said Herb, “the zipper is stuck.”

 

 

De Mint didn’t seem to notice, but kept on smiling at Herb.

 

 

Herb yanked and yanked on the zipper to no avail.

 

 

“Hey buddy,” said a worried Herb, “I’m stuck. Help me get this thing off.”

 

 

“Oh,” said De Mint his mouth forming an “O”.

 

 

“I’m afraid I can’t do that,” said De Mint looking almost apologetic. “I never intended you to take it off again my E. Bunny.”

 

 

“Now here’s the deal,” said De Mint, “I need a little help E. Bunny, and maybe, just maybe after we’re done I’ll let you out of that suit. Until then, you had better do whatever I say.”

 

 

Exasperated, all Herb could do was agree.

 

Personality

Herb wasn't looking to become a super-villain, or super-lackey. If only he hadn't answered that ad in the paper he wouldn't be in this mess. Herb is always full of regrets of what he has become. However, he's quite aware that he doesn't have much choice in the matter. If he doesn't do what Mister Minty wants, then he'll never get the bunny suit off. However, this doesn't keep Herb from wishing things were otherwise. Otherwise, Herb is somewhat of a reluctant villain, only doing what he's told.

 

 

Herb doesn't take change well. First it was his job, then his wife, and even his dog. Everyone in his life eventually turned against him. Herb gets flustered at the drop of a hat. He rarely knows how to deal with life in general. Herb thinks he has been cursed. When Herb get truly flustered he usually brings out the eggzooka. He has been known to express his frustration with it.

 

 

It of course doesn't help that his life has turned out so rotten. All of the bad luck in his life has given Herb a serious case of inferiority. Herb knows that he just doesn't measure up. He wouldn't be in this position of being stuck in a bunny costume, possibly for life, if he had just done things better. However, Herb always seemed doomed for failure.

 

Quote

"No damnit kid! I don't have any eggs for you. Oh...Wait a minute...How about this." Pulls out the Eggzooka.

 

Powers

Herb wears a magical bunny suit that was enchanted by Mister Minty. Now Herb can't even take the costume off. However, the bunny suit does give Herb certain abilities. He's now stronger than the average man, able to hoist a BMW over his head, and is more agile than most people. The suit is bulletproof, and Herb can leap over tall convinience stores with ease. Also for a reason that Herb doesn't understand he can hear sounds that he shouldn't, even hear the radio with the bunny ears.

 

 

In addition to the amazing powers given to him by the bunny suit, Herb is also armed with the eggzooka. It looks like a normal bazooka, except that it fires specially designed eggs, from the bad egg that releases a noxious gas to eggs filled with marshmallow peeps. The bunny suit doesn't seem to have any pockets or pouches, but Herb seems to be able to whip the eggzooka out of thin air.

 

 

During his time with the Candy Bag Gang, Herb has also learned a little self-defense from Mister Minty, and will fall back on that if he looses the eggzooka. Also for some reason Herb has become sensitivity to danger around him. He doesn't understand it much, but when there is danger his ears have a tendency to tingle.

 

Appearance

Herb is a rather overweight man, who's also balding. Of course you'd need to take of the hood of his costume to see this. Herb can't even do that. He always looks like he is in need of shave. Herb is also trapped in a fluffy pink bunny suit that covers his entire body except for his face. The belly of the bunny suit is white, and the bunny suit does have a cottontail. A pair of long bunny ears complete the costume. Naturally one always stays straight while the other invariable bends in the middle. Herb moves his ears when he's trying to tune in on radio transmissions. When Herb pulls out his eggzooka, it looks like a normal bazooka, except it is pastel green in color.

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