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The Fatherless Five


OddHat

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Re: The Fatherless Five

 

What a nice polite fellow he was too' date=' Had no idea he was a Master Villain. :D[/quote']

 

How much of a master villain are you if you go around announcing it? :)

 

(After all, he paid for Acting; he should get some use out of it.)

 

 

Also, the characters you run into in play don't have exactly the same back stories and mechanics as the ones I post, but you knew that.

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Re: The Fatherless Five

 

The Vampire

THE EMPEROR OF CRIME, DER GUTIG DOKTOR ENGEL

 

Val Char Cost Roll Notes

30 STR 10 15- Lift 1600.0kg; 6d6 [3]

26 DEX 18 14- OCV: 9/DCV: 9

28 CON 16 15-

24 BODY 8 14-

28 INT 18 15- PER Roll 19-

26 EGO 32 14- ECV: 9

25 PRE 15 14- PRE Attack: 5d6

20 COM 5 13-

 

15+15 PD 9 Total: 15/30 PD (0/15 rPD)

15+15 ED 9 Total: 15/30 ED (0/15 rED)

5 SPD 14 Phases: 2, 4, 6, 8, 10, 12

12 REC 0

56 END 0

53 STUN 0 Total Characteristic Cost: 154

 

Movement: Running: 9"/18"

Flight: 20"/40"

Leaping: 9"/18"

Swimming: 2"/4"

Teleportation: 16"/256"

 

Cost Powers END

Living Vampire

15 1) Fangs: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Reduced Endurance (0 END; +½) (15 Active Points)

 

24 2) Inhuman Resilience: Armor (10 PD/10 ED) (30 Active Points); Does Not Prevent Penetration Power loses about a fourth of its effectiveness (Note that attacks that would otherwise sever a limb are not stopped by DNPP Armor; -¼)

 

25 3) The Gift of Eternity: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

 

22 4) Natural Hunter: (Total: 22 Active Cost, 22 Real Cost) +4 PER with all Sense Groups (Real Cost: 12) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Normal Smell (Real Cost: 5)

 

90 5) Inhuman Vitality: (Total: 90 Active Cost, 90 Real Cost) +10 STR (Real Cost: 10) plus +10 DEX (Real Cost: 30) plus +10 CON (Real Cost: 20) plus +10 BODY (Real Cost: 20) plus +1 SPD (Real Cost: 10) 1

 

9 6) Inhuman Speed: (Total: 9 Active Cost, 9 Real Cost) Leaping +3" (9" forward, 4 ½" upward) (Real Cost: 3) plus Running +3" (9" total) (Real Cost: 6) 2

A King among his kind

 

41 1) Life Theft: (Total: 60 Active Cost, 41 Real Cost) Endurance Reserve (240 END, 0 REC) (Real Cost: 24) plus Blood Drinking: Recovery (4 REC); (4 Active Points); Only when drinking the blood of a living creature Power loses about a third of its effectiveness (-½) (Real Cost: 3) plus Blood Drinking: Recovery (8 REC); (8 Active Points); Only when Drinking the Blood of a Living Human Power loses about half of its effectiveness (-1) (Real Cost: 4) plus Blood Drinking: Recovery (12 REC); (12 Active Points); Only when drinking the blood of an exceptionally good, pure, or innocent human Power loses about two-thirds of its effectiveness (-1 ½) (Real Cost: 5) plus Blood Drinking: Recovery (12 REC); (12 Active Points); Only when drinking the blood of a psionically / magically gifted human Power loses about two-thirds of its effectiveness (-1 ½) (Real Cost: 5)

Notes: Blood Drinking feeds the Blood Reserve, and works only on post segment 12 of a turn where the character has fed upon blood, generally using the Fangs HKA to inflict at least 1 BODY on a living victim. Any animal will provide.4 REC per turn; A living Human will provide 12 Rec per turn (4+8). An exceptionally "good", innocent, or psionically gifted living human victim will provide 24 REC per Turn, and a magically or psionically gifted living human saint or child would provide 36 REC per Turn.

 

98 2) The Gift of Forms: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, Any Humanoid), Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +½), Persistent (+½) (98 Active Points)

Notes: Engel has developed the ability to change his face and form at will. At first this was an aspect of his Blood Magic; over time, it became second nature.

 

15 3) Inviolate Will: Mental Defense (20 points total)

 

12 4) Inhuman Resilience: Armor (5 PD/5 ED) (15 Active Points); Does Not Prevent Penetration Power loses about a fourth of its effectiveness (Note that attacks that would otherwise sever a limb are not stopped by DNPP Armor; -¼)

Notes: Add into base armor

 

22 5) The Sight: Detect Auras, Magic, Spirits, and the Supernatural 19-/15- (Mental Group), Discriminatory, Perceive into the Astral, Sense

 

160 Blood Sorcery: Variable Power Pool, 80 base + 80 control cost, Cosmic (+2) (200 Active Points); Blood Magic Only Limited (-½)

Notes: Blood Magic must always cost Endurance, and draws from the Life Theft Endurance Battery. Ego based powers must choose between Must Meet Gaze or Increased END Cost. Non-Ego based powers must take Increased END Cost. Healing or other beneficial magic used on others takes automatic side effects on the recipient of the benefit, usually a transformation attack (Human to Vampire). Self only beneficial magic need not take side effects. Some powers or effects may be entirely unavailable, at the GMs discretion.

 

0 1) Look into my eyes: Mind Control 9d6+1, Telepathic (+¼) (59 Active Points); Eye Contact Required (-½) Real Cost: 39 6

 

0 2) See the truth: Mental Illusions 12d6 (60 Active Points); Eye Contact Required (-½) Real Cost: 40 6

 

0 3) Feel My Hate: Ego Attack 6d6 (60 Active Points); Eye Contact Required (-½) Real Cost: 40 6

 

0 4) Hands Like Claws: Killing Attack - Hand-To-Hand 4d6-1 (6d6 - 1 w/STR) (55 Active Points); Increased Endurance Cost (x2 END; -½) Real Cost: 37 10

 

0 5) Hideous Vitality: Force Field (30 PD/30 ED) (60 Active Points); Increased Endurance Cost (x2 END; -½), Does not prevent penetration Power loses about a fourth of its effectiveness (Severing occurs normally despite this protection; -¼) Real Cost: 34 12

Notes: The power of blood magic supports and sustains the body even through horrific damage

 

0 6) Shield of Blood: Force Wall (16 PD/16 ED) (80 Active Points); Increased Endurance Cost (x2 END; -½), Self Only (-½) Real Cost: 40 16

Notes: Note that while the Shield of Blood makes Engel almost invulnerable to conventional attack, it is unsuitable for extended use

 

0 7) Blood Healing: Healing BODY 3d6, Decreased Re-use Duration (1 Turn; +1 ½) (75 Active Points); Self Only (-½), Increased Endurance Cost (x2 END; -½) Real Cost: 37 14

 

0 8) No Gate Shall Bar: Desolidification (affected by Magic, Psionics) (40 Active Points); Increased Endurance Cost (x2 END; -½) Real Cost: 27 8

 

0 9) No Mortal Eye Shall See: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (40 Active Points); Increased Endurance Cost (x2 END; -½) Real Cost: 27 8

 

0 10) Paths of the Air: Flight 20", No Turn Mode (+¼), combat acceleration/deceleration (+¼) (60 Active Points); Increased Endurance Cost (x2 END; -½) Real Cost: 40 12

 

0 11) Paths of Shadow: Teleportation 16", x16 Noncombat, Safe Blind Teleport (+¼) (59 Active Points); Increased Endurance Cost (x2 END; -½) Real Cost: 39 12

 

0 12) Tendrils of the Mind: Telekinesis (25 STR), Fine Manipulation, Invisible to Sight Group (+½) (71 Active Points); Increased Endurance Cost (x2 END; -½) Real Cost: 47 14

 

0 13) Ambrosia: Major Transform 1d6 (Human to Living Vampire, Going through withdrawal), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Victim must drink the Ambrosia; +¼), Uncontrolled (+½), Partial Transform (+½), Continuous (+1) (49 Active Points); OAF Fragile Expendable (Very Difficult to obtain new Focus; The blood of a living Human and a container for the resulting Ambrosia; -1 ¾), Increased Endurance Cost (x2 END; -½) Real Cost: 15 10

Notes: By distilling the blood of living Humans, Doktor Engel can create "Ambrosia", an intoxicating and addictive beverage that transforms human imbibers into living Vampires. The Partial Transformation reflects the human's acquiring of Psych Limits including "Addiction to Ambrosia or Human Blood", "Hedonism", "Lecherous" and "No Empathy".

 

Perks

The Genius of Evil, The Emperor of Crime

50 1) Beloved Children: Follower

Notes: The Genius of Evil always has 3-4 protégés who believe themselves to be his "Children". They will assume his identity when it benefits him to appear to be in 2 or more places at once, act as leaders in his schemes, and pursue their own agendas. Use the Living Vampire skill and power lists, then add abilities as appropriate, up to 200 points + Disads.

 

35 2) Apaches: Follower

Notes: Engel always maintains a small gang of criminals, some of them quite skilled in specific areas. Build on 50 points + disads, up to 32.

 

21 3) A Man Well Loved: Contact: Highly placed politicians, lawyers, scientists and academics (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

Notes: Using shape changing, bribery, and outright mind control, Engel has accumulated loyal friends at the highest levels.

 

15 4) Money: Filthy Rich

Notes: Engel makes a point of accumulating wealth.

 

Every Man and No Man

Notes: Using his wealth, contacts, and powers, Engel creates and discards identities almost casually.

10 1) Well Established False Identities: Deep Cover (4 additional Deep Covers)

Notes: In addition to his short term covers, Doctor Engel maintains between 3-5 well established false identities at any time

 

3 2) Hidden Past: Anonymity

 

3 3) Reputation: He's a Vampire! (Vampire Hunters who learn the Truth) 14-, +3/+3d6

Notes: This Reputation is an advantage specifically because Dr. Engel shares so few disadvantages with traditional Vampires. Those who discover his true nature will often waste time on Garlic, Holy Water, etc, thus leaving themselves open to an unfortunate surprise.

 

Skills

Living Vampire

3 1) Acrobatics 14-

3 2) Acting 14-

3 3) Breakfall 14-

3 4) Climbing 14-

3 5) Contortionist 14-

3 6) Shadowing 15-

3 7) Stealth 14-

 

Aristocrat and Scientist

3 1) Bribery 14-

3 2) Bureaucratics 14-

3 3) Conversation 14-

3 4) High Society 14-

3 5) Interrogation 14-

3 6) Deduction 15-

3 7) Oratory 14-

3 8) Persuasion 14-

3 9) Paramedics 15-

3 10) Poisoning 15-

3 11) Research 15-

3 12) Riding 14-

2 13) TF: Riding Animals

7 14) WF: Common Melee Weapons, Common Missile Weapons, Early Firearms, Handguns

 

3 Linguist

0 1) Language: Egyptian, Ancient (idiomatic; literate) (5 Active Points)

3 2) Language: English (idiomatic; literate) (5 Active Points)

2 3) Language: French (idiomatic) (4 Active Points)

3 4) Language: German (idiomatic) (4 Active Points)

4 5) Language: Greek (Byzantine) (idiomatic; literate) (5 Active Points)

3 6) Language: Latin (idiomatic; literate) (5 Active Points)

 

3 Scientist

2 1) SS: Alchemy 15- (3 Active Points)

2 2) SS: Botany 15- (3 Active Points)

2 3) SS: Medicine 15- (3 Active Points)

2 4) SS: Psychology 15- (3 Active Points)

 

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 15-

2 2) KS: Atrocities (3 Active Points) 15-

2 3) KS: Crime (3 Active Points) 15-

2 4) KS: Fear (3 Active Points) 15-

2 5) KS: History (3 Active Points) 15-

2 6) KS: Torture (3 Active Points) 15-

 

3 Jack of All Trades

2 1) PS: Alchemist (3 Active Points) 15-

2 2) PS: Medical Doctor (3 Active Points) 15-

2 3) PS: Medical Researcher (3 Active Points) 15-

2 4) PS: Vivisectionist (3 Active Points) 15-

 

Total Powers & Skill Cost: 791

Total Cost: 945

 

500+ Disadvantages

10 Social Limitation: Vampire, Criminal, Murderer (Occasionally, Severe, Not Limiting among criminals)

Notes: The revelation of this secret can cost Engel his current identity.

5 Physical Limitation: Must subsist on the blood of living creatures, particularly humans (Infrequently, Slightly Impairing)

20 Hunted: Law Enforcement, Heroes, and Monster Hunters 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Rival Monsters and Maniacs 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: The White Lady 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Artist of Evil (Common, Strong)

Notes: Overcomplicates Plans, Never takes the simple route

20 Psychological Limitation: Genius of Terror (Very Common, Strong)

Notes: Theatrical, Splashy, Spreading terror and chaos are ends in themselves.

20 Psychological Limitation: Hedonistic, Lecherous and Self Indulgent, Lover of Beauty (Very Common, Strong)

Notes: May pick pets among the beautiful or talented, cultivate their careers, then destroy them

20 Psychological Limitation: Megalomania (Common, Total)

Notes: Will stop at nothing to destroy civilization and rule the smoking ashes

5 Psychological Limitation: Physical Cowardice, will withdraw if believes himself to be in serious physical danger (Uncommon, Moderate)

300 Experience Points

 

Total Disadvantage Points: 945

 

Background/History:

  • In the Heart of Hell
    stood a city,
    of great beauty
    Tall were her towers
    of many colors
    Her people
    mighty warriors
    subtle poets
    drinkers of blood
    Then came the
    First Winds
    to the Heart of Hell
    The towers fell
    and never were
    Hell mourned not
    the end of beauty

- from the Twilight Song of the Ainu

 

"15 Dead, 60 Injured In Bus Hijack-Bank Robbery" - Los Angeles Times, 14th November, 2007

 

"73 Churchgoers Killed, 214 Injured, In Samurai Sword Attack" - Times of London, 27th November, 1999

 

"Missing Mayor Found Dead" - Newark Star Ledger, 11th Nov, 1992

 

"Bodgies Sex-Blood Cult" - Sun News Pictorial, 1957

 

"Engel: Healer, Patriot, Truth Speaker"- Joseph Goebbels, Der Angrif, Germany, 1930

 

"Plague Ship Horror at Sea" - Le Temps, France, 1912

 

A phantom, a myth, a genius of Evil, uncounted names, uncounted faces. A business man kills his family, and is found weeping amidst the corpses; a religious leader is recorded performing acts of unspeakable depravity, then pleads his innocence to unbelieving crowds; a respected politician suicides before the cameras, his life's work forgotten, his most bitter rival positioned to take his place. Buildings fall, nations tremble, and behind it all one name is whispered, the name of Doktor Engel.

 

Personality/Motivation: Engel does not wish merely to accumulate money or power, or even to rule. His goal is to tear apart society, institutions, families, and individual minds; to rule, in the end, over a shining city in the heart of Hell on Earth. He pursues this goal with a manic enthusiasm and an artists eye; his work is his pleasure. He will never simply sink a boat; instead, he'll fill it with plague infected rats, or crash it into an oil tanker. He'll never simply walk into a bank as the bank president and embezzle assets; instead, he'll crash a bus through the front window. Ideally, a bus full of nuns.

 

He appreciates music, theater, art, dance, fine wines, physical beauty, or a good joke; this does not stop him from sparking riots in concert halls, burning museums, blowing up ballet schools, or performing similar atrocities, but has on occasion caused him to "liberate" a particularly fine sculpture or attractive artist before having his fun. He has even supported artists and charitable organizations (especially orphanages), sometimes for years, before destroying them.

 

Engel takes a childish glee in assuming false identities, sometimes maintaining a part for some time before striking, the better to terrify his victims. He particularly enjoys replacing the esteemed and the innocent, committing dark acts in their name, and leaving them to face the consequences. While Engel is a skilled actor, inevitably his personality will color his portrayal of a given victim.

 

Engel especially enjoys masquerading as a medical doctor, psychiatrist, or other care giver in a position of authority. He also enjoys appearing as a policeman or nun.

 

Engel may have some genuine fondness for his "children", his "Apaches", or his favorites, but in the end his emotional makeup does not allow for genuine empathy. He may speak in terms of a Master Race, but his true goal is the exaltation of Doctor Engel. Something of a bully, Engel will withdraw if he believes himself to be seriously physically threatened, and will abandon even a useful false identity rather than face capture. More than once he has ordered one of his "Children" to take his place, and take his punishment, if it furthered his plans. He views his savior, the White Lady, with a mix of fear and anger, but for the moment the fear is greater, and he bows to her wishes.

 

Basically, Engel is kind of a dick.

 

Quote: "You trust me, don't you?"

 

Powers/Tactics: Engel is a Living Vampire, and as such possesses a range of extraordinary powers. He is a master shape changer, able to duplicate the appearance, voice and even scent of almost any man, woman or child. He is stronger and faster than a baseline human, and considerably more durable. His senses are far sharper than those of a baseline human as well. By drinking the blood of living humans, he gains access to Blood Magic, allowing a wide range of telepathic, psychokinetic, and clairvoyant effects. The use of Blood Magic quickly depletes Engel's stolen blood reserves.

 

Engel is an expert on a dizzying range of topics, a fine speaker, a skilled physician and scientist, and the leader of a small but powerful criminal network. If he himself is not an expert in a given area, one of his followers is, especially when it comes to criminal matters. Engel is also well connected to numerous politicians, academics, and men and women of influence. He prefers to keep the loyalty of his contacts and followers through subtle bribery and manipulation, but will not hesitate to resort to violence when needed. Engel always has a small number of "Children", men and women he has gifted with his form of Vampirism, along with wealth, power, and promises of more. He hides his true nature from all but his closest followers.

 

Engel's most effective tool for bribery is Ambrosia. Alchemically distilled from human blood, Ambrosia resembles a fine whisky in color, taste, and intoxicating effects. Over time (a relatively short time) it will "gift" the imbiber with Vampirism. The promise of eternal life and youth is more than enough to purchase the obedience of many men and women of power. Engel is, however, stingy in the giving of this gift. He considers the vast majority of humans unworthy and disloyal, and further remains cautious about attracting the attention of vampire hunters or rival beings of occult power.

 

While he is exceedingly effective when operating behind the scenes, Engel is not quite as powerful as he might at first appear in personal combat. Incautious use of his more direct powers can quickly exhaust his stolen blood reserves, and while his attacks would be instantly fatal to most baseline humans, enhanced humans or military grade weapons may prove a threat. Engel will usually enjoy combat until he is injured, at which point he will flee, only to bedevil his enemies again another day.

 

When possible, Engel will strike at or replace an enemies friends and loved ones, enjoying the cat and mouse game and his enemy's terror and despair more than the kill.

 

Campaign Use: Shape shifting master villain with a violent, over the top style and somewhat unusual agenda, would be world beater without enough power to manage it. As one of the Fatherless Five, the infiltrator, the sorcerer, a dangerous frontline combatant, and the one most likely to betray the group to further his personal agenda.

 

This character is based largely on Fantomas, with a hefty dose of Doctor Mabuse and elements of the back story and power set inspired by Gemmel's Knights of Dark Renown and Stones of Power series. Fantomas himself is one of the most widely imitated pulp villains.

 

Appearance: Doktor Engel can take any appearance he likes; when appearing as himself, he favors the form of an exceptionally tall, thin man in evening dress and a flowing overcoat, his face covered in bandages. He also favors the forms of a pre-teen, innocent looking girl or a short, heavy, elderly man. If planning to set up an innocent (or one of his children) to take the fall for his crimes, he will take care to appear in that person's form.

 

Character by Robert Dorf, 2008

 

Had a serious case of writer's block with this one. Vampires are a bit over represented as supernatural villains in fiction, and Fantomas has been copied and recopied for almost a century. Still, I like the way the blend came out.

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He's keen.

Scary to fight.

Enforcer would do it tho'

 

Very cool. I haven't heard anyone mention Dr. Mabuse in probably 10 years.

 

Thanks, guys.

 

A note on this character in combat: He's intentionally designed to be someone a group of not all that optimized 350 point PCs have a reasonable chance to drive away or take down. Killing attacks can cause him trouble (in a campaign with Severing rules in play) even if they don't otherwise do damage, a fair number of NNDs and special attacks can hurt him, his CV isn't stellar, and he's not all that anxious to stay if the fight isn't going his way. Capturing him is hard, but convincing him to run isn't.

 

Of course, the GM can use that VPP to make him much tougher, but even then he only has about 1 full turn of fighting in him, at least if he's going full out. Once he realizes he's getting low on stolen blood, he'll try to escape.

 

The idea was to keep him frightening, but not unbeatable.

 

Until, of course, the PCs are forced to face the united fury of the Fatherless Five. ;)

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Mary Angel, beautiful daughter of Doktor Engel. Not members of the Fatherless Five, Mary and her brother Helmut are presented as examples of Engel's minions, Open the Spoiler to see her write up.

 

MARY ANGEL

 

Val Char Cost Roll Notes

25 STR 5 14- Lift 800.0kg; 5d6 [2]

28 DEX 24 15- OCV: 9/DCV: 9

28 CON 16 15-

20 BODY 0 13-

18 INT 8 13- PER Roll 17-

10 EGO 0 11- ECV: 3

18 PRE 8 13- PRE Attack: 3 ½d6

20 COM 5 13-

 

10+10 PD 5 Total: 10/20 PD (0/10 rPD)

10+10 ED 4 Total: 10/20 ED (0/10 rED)

4 SPD 2 Phases: 3, 5, 8, 10, 12

11 REC 0

56 END 0

47 STUN 0 Total Characteristic Cost: 77

 

Movement: Running: 6"/12"

Leaping: 9"/36"

Swimming: 2"/4"

 

Cost Powers END

Living Vampire

7 1) Fangs: Killing Attack - Hand-To-Hand 1 point (½d6 w/STR), Reduced Endurance (0 END; +½) (7 Active Points)

24 2) Inhuman Resilience: Armor (10 PD/10 ED) (30 Active Points); Does Not Prevent Penetration Power loses about a fourth of its effectiveness (Note that attacks that would otherwise sever a limb are not stopped by DNPP Armor; -¼)

25 3) The Gift of Eternity: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

22 4) Natural Hunter: (Total: 22 Active Cost, 22 Real Cost) +4 PER with all Sense Groups (Real Cost: 12) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Normal Smell (Real Cost: 5)

90 5) Inhuman Vitality: (Total: 90 Active Cost, 90 Real Cost) +10 STR (Real Cost: 10) plus +10 DEX (Real Cost: 30) plus +10 CON (Real Cost: 20) plus +10 BODY (Real Cost: 20) plus +1 SPD (Real Cost: 10) 1

12 6) Gift of the Air: Leaping +4" (9" forward, 4 ½" upward) (x4 Noncombat), Usable As Gliding (+¼) (12 Active Points) 1

27 Blood Magic: Multipower, 40-point reserve, (40 Active Points); all slots Increased Endurance Cost (x2 END; -½)

2u 1) Bloody Hands: Hand-To-Hand Attack +5d6, Armor Piercing (+½) (37 Active Points); Hand-To-Hand Attack (-½), Increased Endurance Cost (x2 END; -½) 8

3u 2) No Gate Shall Bar: Desolidification (affected by Magic, Psi) (40 Active Points); Increased Endurance Cost (x2 END; -½) 8

3u 3) No Mortal Eye Shall See: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (40 Active Points); Increased Endurance Cost (x2 END; -½) 8

2u 4) Blood Healing: Healing BODY 1d6, Can Heal Limbs, Decreased Re-use Duration (1 Turn; +1 ½) (37 Active Points); Self Only (-½), Increased Endurance Cost (x2 END; -½) 8

1u 5) Lover's Caress: Mind Control 6d6+1 (Human class of minds), Telepathic (+¼) (40 Active Points); Skin Contact Required (-1), Limited Class Of Minds Only vs those of appropriate sexual orientation (-½), Increased Endurance Cost (x2 END; -½) 8

 

Perks

7 Daddy's Little Girl: Contact: Doktor Engel (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8-

2 Reputation: Actress, Dancer, up and coming star (A large group) 11-, +1/+1d6

1 Money: Well Off

 

Skills

Living Vampire

3 1) Acrobatics 15-

3 2) Acting 13-

3 3) Breakfall 15-

3 4) Climbing 15-

3 5) Contortionist 15-

3 6) Shadowing 13-

3 7) Stealth 15-

Renowned actress and dancer

3 1) Conversation 13-

3 2) Disguise 13-

3 3) Mimicry 13-

3 4) Oratory 13-

3 5) Persuasion 13-

3 6) Seduction 13-

3 7) PS: Performer 13-

3 8) PS: Dancer 15-

 

Total Powers & Skill Cost: 273

Total Cost: 350

 

200+ Disadvantages

Living Vampire

5 1) Physical Limitation: Must subsist on the blood of living creatures (Infrequently, Slightly Impairing)

15 2) Enraged: In Combat, If Hurt, If Insulted, If Denied an object of desire (Very Common), go 8-, recover 14-

Notes: Poor Impulse Control, Desire Without Thought or Satiation

10 3) Physical Limitation: Addicted to Human Blood (Frequently, Slightly Impairing)

Notes: Incompetence, illness and withdraw occur without regular doses of the blood of a living human, or the alchemical fluid "Ambrosia"

15 4) Psychological Limitation: No true empathy (Common, Strong)

Notes: Beyond immediate manipulation, can not understand or sympathise with the needs of others

15 5) Psychological Limitation: Selfish, Hedonistic, Self Indulgent, Lecherous (Very Common, Moderate)

10 6) Distinctive Features: Living Vampire (Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests)

Notes: Enlarged and hardened k9 teeth, pale and low blood temperature save immediately after feeding, nocturnal, other physical changes. Concealable through disguise skills and effort.

15 7) Social Limitation: Secret: Living Vampire and Killer, Would result in arrest and possible execution (Frequently, Major)

Child of Doktor Engel

20 1) Psychological Limitation: Believes herself to be Engel's biological daughter, Loyal to Engel (Common, Total)

Notes: Engel's conditioning of his "Daughter" was deep and successful

10 2) Rivalry: Professional and Romantic (Other "Children" of Engel; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 3) Hunted: Doktor Engel 8- (Mo Pow, NCI, Watching)

20 4) Hunted: Law Enforcement and Vampire Hunters 8- (Mo Pow, NCI, Harshly Punish)

5 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Tall, blond, blue eyed and beautiful, Mary Kopernick dreamed of the Hollywood Fairy Tale. She'd go to that far off kingdom, and through pluck and wit, dance and song, she'd leave poverty behind and rise, become a star!

 

And then, at the age of 19, she met Doktor Engel, tasted Ambrosia, and became his forever. Her memories of her birth parents, and of much of her early life, were lost.

 

Mary rarely thinks of the hopeful, good hearted girl she used to be. She has the pleasures of money, fame, warm company and warmer blood. Most of all, she has her "true" father, Doktor Engel. She has Engel's promise that she will become a goddess, seated by her beloved father's side.

 

If she has to kiss a few frogs or slit a few throats to attain her dream, that's a price she's willing to pay.

 

Fairy tales can come true.

 

Personality/Motivation: On the surface, Mary likes to tell herself she's still the smart and plucky small town girl, the hard working innocent shooting to the top.

 

In truth, as with most vampires, her life is one of desire without satiation, hedonism without joy, and lust without love. She pursues that which she desires relentlessly, through manipulation, trickery, and violence, and finds it almost impossible to muster more than a surface appearance of sympathy or concern for others. As a skilled actress, she can conceal this, but those who know her for any length of time may come to recognize the monster behind her beautiful eyes and perfect smile.

 

The closest thing to a true connection is her possessive desire for and loyalty to her "father", Doktor Engel. Desperate to please him, she will lie, betray, or kill without hesitation for the reward of his praise, or his touch. Mary is desperately jealous of her father's other children, and will do all she can to prove that she alone is worthy of his Love. This has, more than once, led her to sabotage projects under the control of her siblings.

 

When facing the PCs, Mary will play the damsel in distress as long as possible. If a PC is particularly attractive and at all receptive, Mary may choose to seduce him (or her) before deciding if he's more valuable as lover, tool, or victim. In combat, her pretense stripped away, Mary reveals the monster within.

 

Quote: "Please, help me!"

 

 

Powers/Tactics: Mary possesses a range of powers based on her Vampiric nature. She is faster, stronger, and more durable than an ordinary human. She is also able, almost without effort, to soar through the air, riding wind currents with inhuman grace.

 

Mary also has a range of powers she can draw on related to "Blood Magic". These powers are exhausting, and are not casually used. Through Blood Magic, Mary is able to strike blows with enough force to smash concrete; hide herself from human perception; assume an insubstantial, ghost-like form; heal her own wounds; assert a limited, touch based form of mind control over any human already inclined to find her attractive.

 

Out of combat, Mary will use her acting skills, reputation and disguise artistry to further her Father's schemes, and to indulge her own appetites. With her touch based mind control (the "Lover's Caress") supporting her seductive skills, she finds most men trivially easy to manipulate. If trapped in combat, mary will attack viciously with Blood Red Hands and then seek an opportunity to escape invisibly if the combat turns against her. Note that Mary is unable to continue fighting at full force for more than one turn.

 

If her father should need someone to frame for his crimes, Mary may take the role, but not before pushing to see one of her beloved siblings or an innocent dupe in that place.

 

Campaign Use: The Beautiful but Evil Daughter, Mary makes an excellent Fem Fatale. Working against the PCs, she can seduce or otherwise deceive them into helping her (especially if one or more PCs has Sucker for a Sob Story or similar as a Psych Limit). The truth of her nature should in those cases be concealed as long as possible. If you need a scheme of one of Doktor Engel's children derailed, Mary's jealousy and lack of self control can come into play,

 

If Doktor Engel's is about to be exposed, Mary can be used as a sacrificial lamb; "She was Doctor Engel all the time!" This relates back to the character of Fantomas, whose own son and daughter frequently impersonated him in order to further his schemes, and Doctor Mabuse, who hypnotized innocents into assuming his identity (or, according to Jess Nevins, may have been a disembodied spirit with multiple hosts).

 

Mary also provides a good model for Doktor Engel's other Children; each should have the basic Living Vampire package, plus a few custom powers of their own.

 

Appearance: Movie-star good looks, tall, blonde, blue eyed and youthful, at least with her makeup on. Out of makeup, or when hungry, the deathly pallor and predatory, inhuman body language of the Vampire begins to show through. In combat, dresses in concealing men's evening dress, with the addition of a full face mask and cloak. Out of combat, wears the latest fashions.

 

Character by Robert Dorf, 2007.

 

 

Engel's "Children" are especially useful for giving players some early hints of the power and presence of the Fatherless Five. If not all of the FF are being used in a campaign, Engel and his children and Apaches make for an effective evil organization on their own.

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Re: The Fatherless Five

 

Galactus was Silver Age. :)

 

I agree that at first glance it looks fairly Bronze Age. It certainly isn't Golden Age! It would probably need to be toned down a bit for most Silver Age settings. The science fiction aspects are fine. Then again, they're really just another bunch of supervillains, so the "grim overtones" don't necessarily apply.

 

In fact there were a lot of golden and silver age characters who were the last survivor of some dead world or extinct species.

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Re: The Fatherless Five

 

Another great character(or two' date=' really), OddHat. I'd rep you if I could.[/quote']

 

 

Ditto. I'm definitely seeing another Sun Koh level influence on my campaigns

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Re: The Fatherless Five

 

In fact there were a lot of golden and silver age characters who were the last survivor of some dead world or extinct species.

 

True. Superman and his fellow Kryptonians (how many were there in Kandor, anyway?), Element Lad, various others.

 

Trivial: J'onn J'onnz wasn't originally the last of his kind. He managed to return briefly to Mars at least once, being reunited with his family, and his brother visited Earth as well. At least one other Martian visited Earth too, but he was a criminal. There wasn't any of this Green Martian/White Martian nonsense back then either. :king:

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Re: The Fatherless Five

 

Helmut Engel, "brother" of Mary and "son" to Doktor Engel. This will probably be the last example of one of Doktor Engel's minions unless I need to write up one of his Apaches. Again, Helmut isn't one of the Five; he's the sort of high powered minion Doktor Engel brings to the group.

 

 

HELMUT ENGEL

 

Val Char Cost Roll Notes

35 STR 15 16- Lift 3200.0kg; 7d6 [3]

23 DEX 9 14- OCV: 8/DCV: 8

28 CON 16 15-

20 BODY 0 13-

13 INT 3 12- PER Roll 16-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

19+10 PD 12 Total: 35 PD (16 rPD)

9+10 ED 3 Total: 25 ED (16 rED)

4 SPD 7 Phases: 3, 6, 9, 12

13 REC 0

55 END 0

52 STUN 0 Total Characteristic Cost: 75

 

Movement: Running: 9"/18"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

Living Vampire

7 1) Fangs: Killing Attack - Hand-To-Hand 1 point (½d6 w/STR), Reduced Endurance (0 END; +½) (7 Active Points)

24 2) Inhuman Resilience: Armor (10 PD/10 ED) (30 Active Points); Does Not Prevent Penetration Power loses about a fourth of its effectiveness (Note that attacks that would otherwise sever a limb are not stopped by DNPP Armor; -¼)

15 3) The Gift of Eternity: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

22 4) Natural Hunter: (Total: 22 Active Cost, 22 Real Cost) +4 PER with all Sense Groups (Real Cost: 12) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Normal Smell (Real Cost: 5)

80 5) Inhuman Vitality: (Total: 80 Active Cost, 80 Real Cost) +10 STR (Real Cost: 10) plus +10 DEX (Real Cost: 30) plus +10 CON (Real Cost: 20) plus +10 BODY (Real Cost: 20) 1

6 6) Inhuman Speed: Running +3" (9" total) 1

3 7) Inhuman Speed: Leaping +3" (10" forward, 5" upward) 1

8 8) Blood Healing: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½)

12 9) Volkspolizei Veteran: Combat Luck (6 PD/6 ED)

Volkspolizei Hand to Hand / Russian Sambo

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 60 STR to Disarm roll

4 Escape +0 +0 65 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 60 STR for holding on

5 Roundhouse Punch / Kick -2 +1 14d6 Strike

1 Weapon Element: Blades

1 Weapon Element: Clubs

12 Hand to Hand Champion

 

Perks

3 Fringe Benefit: Follower of Doktor Engel

 

Skills

Living Vampire

3 1) Acrobatics 14-

3 2) Acting 13-

3 3) Breakfall 14-

3 4) Climbing 14-

3 5) Contortionist 14-

3 6) Shadowing 12-

3 7) Stealth 14-

Volkspolizei (East German Police) Training

3 1) Streetwise 13-

3 2) Deduction 12-

2 3) PS: Police Officer 11-

1 4) Combat Driving 8-

2 5) TF: Common Motorized Ground Vehicles

4 6) WF: Common Melee Weapons, Small Arms

3 7) Disguise 12-

0 8) Language: German (idiomatic; literate) (5 Active Points)

2 9) Language: English (completely fluent) (3 Active Points)

2 10) Language: Russian (fluent conversation)

18 11) Hand to Hand Combat Champion: +6 with Martial Maneuvers

 

Total Powers & Skill Cost: 276

Total Cost: 350

 

200+ Disadvantages

Living Vampire

5 1) Physical Limitation: Must subsist on the blood of living creatures (Infrequently, Slightly Impairing)

15 2) Enraged: In Combat, If Hurt, If Insulted, If Denied an object of desire (Very Common), go 8-, recover 14-

Notes: Poor Impulse Control, Desire Without Thought or Satiation

10 3) Physical Limitation: Addicted to Human Blood (Frequently, Slightly Impairing)

Notes: Incompetence, illness and withdraw occur without regular doses of the blood of a living human, or the alchemical fluid "Ambrosia"

15 4) Psychological Limitation: No true empathy (Common, Strong)

Notes: Beyond immediate manipulation, can not understand or sympathise with the needs of others

15 5) Psychological Limitation: Selfish, Hedonistic, Self Indulgent, Lecherous (Very Common, Moderate)

10 6) Distinctive Features: Living Vampire (Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests)

Notes: Enlarged and hardened k9 teeth, pale and low blood temperature save immediately after feeding, nocturnal, other physical changes. Concealable through disguise skills and effort.

15 7) Social Limitation: Secret: Living Vampire and Killer, Would result in arrest and possible execution (Frequently, Major)

10 Hunted: Doktor Engel 8- (Mo Pow, NCI, Watching)

20 Social Limitation: Subject to Orders from Doktor Engel (Very Frequently, Major)

Notes: Helmut has less personal freedom than many of Engel's "Children"

15 Psychological Limitation: Prideful, Boastful, Hypocrite (Common, Strong)

20 Psychological Limitation: Fanatical Loyalty to Doktor Engel (Common, Total)

 

Total Disadvantage Points: 350

 

Background/History: A skilled investigator and two time police hand-to-hand combat champion, Volspolizei (East German Police) officer Helmut Gude was crushed when he was assaigned a position in the Geisterjager (Ghost Buster) special unit. Even in this dead end posting, Guide did his best, and with some success.

 

Investigating a series of grisly murders, Helmut encountered Doktor Engel. He tasted of Ambrosia, and became Engel's "son".

 

It was a new life for Helmut Engel. Women, wealth, drugs, the indulgence of every desire, the taste of blood.

 

The lies of duty, honor, country had ruled Helmut's life, but no more. Now, proud son of a great father, Helmut lives for the glorious age to come, and for the will and word, of Doktor Engel.

 

Personality/Motivation: Helmut was always a true believer. Before Doktor Engel, he was driven by pride, personal honor, and a genuine desire to serve and protect.

 

Only pride is left now.

 

Helmut speaks with conviction of the destiny of the Elite, those chosen to become Vampires in the new order. He tells himself that his actions are bringing humanity to the next stage of its evolution, that he is one of an army of Supermen, that Doktor Engel is building a Utopia. He tries to believe this, even as his hungers eat away at him. His doubt itself drives him to greater excesses and cruelties, all in the name of his master, and of mankind's destiny.

 

A tiny spark of the man he once was remains in Helmut, and that spark wants only to die.

 

Helmut's loyalty to Doktor Engel is fanatical, and he does all he can both to serve his "Father" and assist his siblings, even in the knowledge that his siblings do not have his own best interests at heart. Helmut is not a fool, and has not had the memories of his past tampered with as thoroughly as some of Engel's Elite; he remembers kindness, compassion, even faith. However, these memories are without genuine emotional content. Helmut goes through the forms and motions of being an idealist, a man of virtue, but no longer has the self reflection or moral compass needed to tell what true virtue is. He has become a man who can commit any crime, all the time certain that he is in the right.

 

Helmut takes pride in his leadership of Doktor Engel's Apaches. If ordered to sacrifice himself for his Father, he would do so without hesitation.

 

Quote: We are building a new and better world!

 

Powers/Tactics: Helmut was an exceptional Volspolizei officer before his transformation, a two time champion of police hand-to-hand combat competitions. He was and is also a skilled investigator, and has some minimal skills at the art of disguise. After his transformation, Helmut became exceptionally strong even for a Vampire, and improved his hand-to-hand skills to genuinely superhuman levels. He is also able to take considerably more physical punishment than most vampires, largely because of his combat training and background. He has developed none of the stolen-blood fueled powers displayed by some Living Vampires.

 

In combat, Helmut will usually Block or Strike defensively (throwing his levels into DCV) against faster opponents, at least until he has taken their measure. Then, when the opportunity presents itself, he'll switch to offense (throwing levels into OCV). While he is slow for a martial artist and not all that durable for a brick, at least by Superhuman standards, Helmut's combination of a strong offense, surprising resilience, and tactical skill makes him a dangerous enemy. So long as he keeps his temper, he will remain mission focused, and will not waste more time than necessary fighting for its own sake. Helmut is also more than willing to attack by surprise.

 

Out of combat, Helmut is often chosen to lead a small group of Doktor Engel's "Apaches", street gang members and minor thugs in Engel's employ.

 

Campaign Use: An example of one of Engel's minions, and a prime candidate if Engel needs to frame someone else for his crimes. Also serves as an example of the good man gone bad, and makes a good template for a players police officer contact or DNPC after being turned by Engel.

 

This character was distantly inspired by Fantomas son, and also from the trope in Fantomas stories of the police officer who hunted Fantomas becoming a suspect himself.

 

Helmut should generally be able to stand up one on one to the PCs best Martial Artist or Brick, at least for a turn or so; if he's underpowered, add combat skill levels and martial maneuvers and DCs until he's where you want him.

 

Appearance: A tall, heavily muscled man, with a fighter's flat features and flat knuckled fists, sparse brown hair, grey eyes. In combat, he wears men's evening dress under a flowing long coat, and wraps his face in bandages.

 

Character by Robert Dorf, 2008

 

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Re: The Fatherless Five

 

The Vampire

 

 

Had a serious case of writer's block with this one. Vampires are a bit over represented as supernatural villains in fiction, and Fantomas has been copied and recopied for almost a century. Still, I like the way the blend came out.

 

So, at last I see Fantomas. I suppose I really should track some of his stories down someday.

 

And the Twilight Song of the Ainu -- stupid question, but you do mean the Ainu of Japan, right?

 

I'm getting very eager to see the Beast when it slouches towards this rough forum to be born.

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Re: The Fatherless Five

 

And the Twilight Song of the Ainu -- stupid question, but you do mean the Ainu of Japan, right?

 

Sorta-kinda. David Gemmell used a similar framing device for his Echoes of the Great Song; Gemmell himself considered the book a failure, but I think pretty highly of it. The verse itself is mine.

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