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CotN Outtakes


GestaltBennie

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Re: CotN Outtakes

 

Some historical characters today, two for Western Hero, and one for Pulp. Plus a Canadian variant on a werewolf,.

 

A PDF is unlikely. I don't know how Cryptic would feel about semi-official versions of their IP in published format; it would require editing time from Steve that he probably doesn't have, and there's no one available to do layout except me, and my InDesign is on a dead (for the moment) computer.

 

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LOUIS RIEL

13 STR 11 DEX 15 CON 14 BODY 18 NT

10 EGO 23 PRE 10 COM 5 PD 5 ED

3 SPD 6 REC 30 END 29 STUN

 

Abilities: AK: Red River Territory 13-; CuK: Métis 14-; KS: Law 13-; KS: Philosophy 13-; KS: Theology 15-; Language: English (completely fluent); Language: Latin (completely fluent); Language: Siouan (fluent conversation); Oratory 14-; Persuasion 14-; Riding 11-; Survival 13-; SS: 19th Century General Science Knowledge 12-; Tactics 13-; Tracking 8-; Trading 8-

 

200+ Disadvantages: Psychological Limitation: Messianic Complex (Common, Strong); Psychological Limitation: Protective of his people (Common, Moderate); Reputation: Murderous Traitor or Savior of His People, 14- (Extreme); Social Limitation: Wanted Criminal Agitator (Frequently, Major)

 

Notes: The most controversial figure in Canadian history, Louis Riel is a brilliant but taciturn man who received extensive religious training in the general knowledge of the day and who worked as a law clerk for a Quebec firm (though he hated it).

 

Sam Steele

The greatest Mountie of them all was not named Do-right, but Steele — Sam Steele (1849-1919). A handsome strapping man of boundless energy and resolve, Steele’s military training prepared him well for the ordeals of the NWMP. He was the third man inducted into the force and participated in the Long March west, establishing himself as one of the force’s mainstays. As with the other NWMP, he enjoyed good relations with the First Nations bands of his day.

 

Steele fought in the Battle of Batoche and the subsequent battle at Loon Lake to put down Riel’s First Nations allies, and established Fort Steele in British Columbia’s Kootenay Valley to control the Kootenay Gold Rush. After spending a decade wandering the northwest to bring order to trouble spots (usually without drawing a gun even in the most dire of situations), Steele was given the task of commanding the NWMP in the Yukon at the height of the gold rush. Steele’s term as superintendent was firm and fair (if not always legal). When he left in 1899 to join the Boer War, the residents of Dawson threw a parade to cheer him off, and gave him a bag of gold dust as a parting gift.

 

Steele served in the Boer War and in the First World War, where he often clashed with commanding officers who wanted to relegate him to recruitment efforts. Steele died shortly after the war during the influenza outbreak at the age of 70. His son Harwood’s 1923 novel, Spirit-of-Iron drew heavily on his father’s adventures.

 

SAM STEELE

20 STR 15 DEX 18 CON 18 BODY 18 INT

18 EGO 23 PRE 12 COM 9 PD 8 ED

3 SPD 10 REC 36 END 40 STUN

 

Abilities: Observant: +1 PER with Sight Group; Foot Pursuit: Running +1” (7” total); Intimidating Presence: +10 PRE (10 Active Points); Conditional Power Only For PRE Attacks, Requires Eye Contact (-1/2); Basic Fisticuffs: Martial Block; Martial Grab; Contacts (4 points’ worth); Fringe Benefit: Local Police Powers; Fringe Benefit: Police Officer; Fringe Benefit: Captain (British Artillery); Reputation: Tough but Fair Negotiator and Lawman (A medium-sized group) 14-, +3/+3d6; Environmental Movement (no penalties on Temperate Wilderness); +3 Overall; AK: The Yukon 13-; AK: Alberta/Eastern BC 11-; Bureaucratics 14-; Conversation 14-; Interrogation 14-; CK: Dawson City 11-; KS: Criminal Law And Procedure 11-; KS: The Law Enforcement World 11-; KS: RCMP 11-; Language: Siouan (fluent conversation); Language: French (fluent conversation); PS: Police Officer (or the like) 11-; Navigation 13-; Oratory 14-; Persuasion 14-; Riding 12-; Survival 14-; Tactics 13-; Tracking 13-; Teamwork 12-; WF: Emplaced Weapons, Small Arms

 

200+ Disadvantages: Distinctive Features: Uniform and/or Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses); Hunted: department he works for 8- (Mo Pow, NCI, Watching); Psychological Limitation: Prejudiced Against Non-Anglo Saxons (Uncommon, Moderate); Psychological Limitation: Mild Bouts of Alcoholism (Common, Moderate); Psychological Limitation: Prefers to Solve Problems Without Guns (Common, Moderate); Psychological Limitation: Politically Ambitious (Uncommon, Moderate); Rivalry: Professional (Other RCMP officers seeking political favor), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry; Reputation: Agent of the Canadian Government, 8-; Social Limitation: Subject To Orders (Very Frequently, Major)

 

SIR FREDERICK BANTING

10 STR 11 DEX 13 CON 12 BODY 20 INT

13 EGO 18 PRE 10 COM 4 PD 4 ED

3 SPD 5 REC 26 END 24 STUN

 

Abilities: Reputation: Medical celebrity (A large group) 14-, +3/+3d6; Animal Handler 13-; Bureaucratics 13-; Deduction 13-; Inventor 13-; KS: Painting 11-; KS: Theology 11-; Paramedics 13-; PS: Farmer 8-; PS: Researcher 14-; Scientist; 1) SS: Aeronautics 12-; 2) SS: Anatomy 13-; 3) SS: Medicine 17-; 4) Veterinary Medicine 13-; WF: Small Arms

 

Disadvantages: Social Limitation: Celebrity (Occasionally, Major); Psychological Limitation: Obsessed with achieving new medical discoveries (Common, Moderate)

 

Notes: Banting served in the First World War, where he won a Military Cross for his bravery. His interest in medical discoveries and their practical application in the military might make him a good Canadian NPC for a Pulp Hero game.

 

B]Loup Garou[/b]

20 STR 20 DEX 18 CON 16 BODY 10 INT

10 EGO 20 PRE 10 COM 9 PD 6 ED

4 SPD 8 REC 36 END 35 STUN

 

Abilities: Shapechanging: Multiform (change shape into 150-point human or animal; true form is half-animal form) (150 Character Points in the most expensive form) (x2 Number Of Forms) (35 Active Points); Extra Time (Extra Phase, -3/4); Fangs/Bite: HKA 1d6+1 (2 1/2d6 w/STR); Claws: HKA 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4); Lycantrope’s Bite: Major Transform 7d6 ((lasts for 101 days, recognizing someone, drawing blood, then not speaking of it)), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (210 Active Points); Conditional Power Only to one person (next person in the curse) (-1), Always On (-1/2), Limited Target humans (-1/2), All Or Nothing (-1/2); Lycanthropic Resilience: Damage Resistance (2 PD/2 ED); Lycanthropic Resilience: (Total: 30 Active Cost, 25 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Does Not Work Against Fire Attacks Limited Type of Attack (-1/2) (Real Cost: 10); Lycantrope’s Legs: Running +3” (9” total); Wolf’s Legs: Leaping +2” (6” forward, 3” upward); Lycanthropic Senses: +2 PER with All Sense Groups; Lycantrope’s Eyes: Ultraviolet Perception (Sight Group) (Sight Group); Lycanthropic Nose: Discriminatory Sense with Normal Smell; Lycanthropic Nose: Tracking with Normal Smell; Red In Tooth And Claw (; Avoid Harm; Chomp/Claw Slash; Holding Bite; Knockover)+3 with HTH Combat; Animal Handler (Canines) 13-; Concealment 11-; PS: Human profession 12-; Shadowing 11-; Stealth 13-; Survival 11-; Tracking 11-; WF: Common Melee Weapons, Common Missile Weapons

 

75+ Disadvantages: Enraged: Berserk in combat or when injured Very Common, go 11-, recover 11-; Physical Limitation: Human size (up to about 3m tall and 650 kg); Physical Limitation: Human form is sickly during the curse (Frequently, Greatly Impairing); Physical Limitation: Cursed for 101 days (Frequently, Greatly Impairing); Psychological Limitation: Hungers for blood in were form (Common, Moderate)

 

Notes:: The Loupe Garou is a variation on the traditional werewolf legend. The Loupe Garou transforms into a beast at night (usually into a wolf, however cows, horses, and other animals are not unknown). Many of the associations of the traditional curse do not apply: silver and the moon play no part in it. Instead; the curse of the Loupe-Garou lasts for 101 days; the victim will be sickly during the day and a ravenous predator at night, and passes on the curse to someone he knows, which comes into effect at the end of the 101 days. If someone recognizes him in were form and draws blood from him in monstrous form, then the curse will be lifted; they may not, however, speak of the incident until the 101 days are up, or both men will become accursed.

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Re: CotN Outtakes

 

For a moment there, I read Sir Frederick Banting as having a secret identity as a loup garou.

That would explain so much. "Look, I found a fresh new human pancreas to experiment on! I go it from a student at New College, so it's not like anyone's going to miss it."*

 

 

 

 

 

 

 

 

 

*University of Toronto's New College didn't exist in the 20s. I just like making fun.

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Re: CotN Outtakes

 

The next entry of things cut from CotN for time and space reasons. Enjoy.

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COMET

 

Membership

Comet Gold (leader), Comet Black (second-in-command), Comet Red, Comet Green, and Comet Blue.

 

Background

In 2001, while on a field trip in the Canadian Shield, five college students from Carleton University discovered an alien object buried in the frozen north. Before they could contact the authorities, the slumbering artifact came to life. Driven an unknown directive, it latched onto each of the five students and attempted to refuel itself from their life essences. Discovering they were incompatible, the artifact converted them into living solar batteries, but the effort expended in the conversion process killed the object before it could start the refueling cycle.

 

Now empowered as living solar batteries, the five students did what any red-blooded Canadian man or woman would do —become superheroes. Returning to Ottawa, they revealed what had happened to the authorities. They arrived in Ottawa just in time to intercept an attack on the city by the villainous Baron Nihil, who was attempting to assassinate Canada’s top field general. Adam Elliot urged the team into battle, and proved to be a capable leader in his attack on the Nazi science horror.

Impressed by their showing, the authorities asked them to put their powers to good use, so they spent several years training with the RCMP and the Canadian military (while continuing their studies at Carleton). They were inaugurated as Ottawa’s official superhero team in 2003. and dubbed COMET (City of Ottawa Metahuman Emergency Team).

 

The team is led by Comet Gold, who’s assisted by his four teammates are Comet Red, Comet Green, Comet Blue, and Comet Black. The team is usually stationed near the House of Commons when it’s in session. Their most famous battle took place in 2006, when they repelled an attack by Borealis on the House of Commons. This was one of many battles they’ve had in the Ottawa region.

 

COMET is known for versatility and teamwork rather than raw power. The origin of the alien species responsible for the COMET armor is a mystery: in the 1980s, astronaut Michael O’Dowd was enhanced with similar powers after an encounter with aliens and became the (now-retired) superhero Solar Sentinel (though Sol had a 50 STR in addition to the suite of other abilities). It’s possible that COMET isn’t the only bio-solar superhumans around.

 

Powers/Tactics

The COMET suit is a bioluminescent weave that’s a plant-based lifeform that’s integrated itself into the pilot’s body. It requires direct sunlight or an equivalent light source to trigger the COMET transformation; the process takes a full phase. The COMET armor can be stripped from a pilot, but it can regrow (this requires five minutes of direct exposure to sunlight). The Aid to the Endurance Reserve power serves as an acceptable substitute for sunlight. When the suit’s active, the pilot becomes enveloped in a field of semi-solid bioluminescence that he or she can manipulate at will. The COMET armor does not function for anyone except the members of the team who were converted by the alien. The one exception was Dr. Phillip Ross, who stole samples of the COMET to use in his biotech experiments, which resulted in the creation of the monstrous Numon (now destroyed).

 

Given how Numon’s powers worked, the COMET suit may actually be a chrysalis stage of an extraterrestrial metamorphic cycle, and one day the COMET team may wake up to find themselves summoning a different armor with more powerful — and more alien — capabilities.

 

Tactically, the COMET team keeps things simple. They maintain distance and air cover on their foe, assign one team member to protect innocents, and then attack at range, with everyone using a different attack power on a target, then teaming up with a combined blast if that doesn’t take them out of the fight.

 

Each of them wears one of the alien COMET suits of powered armor, a bioluminescent weave that’s a plant-based lifeform which has integrated itself into the wearer’s body. Thus, the suits look far more “organic” than typical powered armor, though they have plenty of “technological” features as well. Each COMET member’s suit matches his color-code designation, with gold highlights and trim, except for Comet Gold whose suit is gold with black highlights and trim.

 

Campaign Use: For the purposes of Hunteds, the COMET team, and Comet Gold should be considered to have NCI. No individual member except Gold has that designation.

 

COMET Plot Seeds

1. It’s No Fun, Being An Illegal Alien: You do a favor for a stranded extraterrestrial, when he casually mentions that the COMET team raped and murdered its children! It claims that the creatures that bonded with COMET were meant to bond with a different species, but when COMET “forced” them to bond, they effectively murdered them! How do you solve this crisis in extraterrestrial relations?

 

2. Dire Consequences: While he’s visiting your city, Residual programming by Borealis kicks in, and COMET Black once again becomes Dire! But how did Dire get an army of brainwashed citizens to serve at his side as they attack a local power plant? Is something bigger going on?

 

3. We Stand On Guard... So Stay Out of Our Way!: You’ve been asked to guard foreign dignitaries at a summit of world leaders... and COMET is there to protect the Canadian Prime Minister. But every one at the conference seems to be acting strangely... and when the Canadian Prime Minister pulls a gun and shoots one of your country’s cabinet ministers... and your country’s Vice-President/Deputy Prime Minister starts firing back. What’s going on? And is it your imagination, or is COMET acting strangely too?

 

COMET (template)

Val Char Cost Roll Notes

20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2]

20 DEX 30 13- OCV: 7/DCV: 7

28 CON 36 15-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

10 PD 6 Total: 10/20 PD (0/10 rPD)

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

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

56 END 0

40 STUN 2 Total Characteristics Cost: 146

 

Movement: Flight 20”/160”

 

Cost Powers END

17 Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); REC: (15 Active Points); Conditional Power: Only Recovers In Direct Sunlight (-1/2), OIF (-1/2) 0

35 Bioluminescent Powers: Multipower, 53-point reserve, (53 Active Points); all slots OIF (-1/2)

3u 1) Light Blast: Energy Blast 10 1/2d6 (53 Active Points); OIF (-1/2) 5

3u 2) Sight Group Flash 4 1/2d6, Area Of Effect (6” Cone; +1), Selective (+1/4) (52 Active Points); No Range (-1/2), OIF (-1/2) 5

3u 3) Solid Light Band: Entangle 5d6, 5 DEF (50 Active Points); OIF (-1/2) 5

3u 4) Solid Light Barrier: Force Wall (10 PD/11 ED) (53 Active Points); OIF (-1/2) 5

3u 5) Bioluminescent Leech: Drain END 2 1/2d6, Ranged (+1/2), Armor Piercing (+1/2) (50 Active Points); OIF (-1/2) 5

1u 6) Invisibility to Radio Group and Normal Sight (15 Active Points); OIF (-1/2) 1

3u 7) Light Fingers: Telekinesis (28 STR), Fine Manipulation (52 Active Points); OIF (-1/2) 5

3u 8) Recharge Another Member’s Energy: Aid Endurance Reserve 3 1/2d6, Ranged (to Endurance Reserve; +1/2) (52 Active Points); OIF (-1/2) 0

50 Comet Flight: Flight 20,” x16 Noncombat, Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (137 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2), Restrainable (-1/2) 0

15 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0

13 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0

 

Perks

3 Fringe Benefit: Federal/National Police Powers

 

Skills

6 +2 w/ Multipower

8 Penalty Skill Levels: +4 vs. Range Modifier with Multipower

2 Penalty Skill Level: +1 vs. Flight penalties

2 AK: Central Canada 11-

2 CK: Ottawa 11-

2 Language: French (fluent)

3 Navigation 13-

2 SS: Biotechnology 11-

3 Teamwork 13-

 

(44+) Additional Skills (se each individual agent)

 

Total Powers & Skills Cost: 208 (253)

Total Cost: 331 (375)

 

200+ Disadvantages

5 Distinctive Features: Powered armor suit Wearer (Easily Concealed; Noticed and Recognizable; Detectable By Commonly Used Senses)

10 Hunted by Canadian Government (As Powerful, Watching, NCI, 11-)

10 Hunted by Borealis (More Powerful, Watching, NCI, 8-)

15 Physical Limitation: Cannot Change Into Suit Except In Direct Sunlight (Frequently, Greatly Impairing)

10 Susceptibility: Herbicides 2d6 damage Instant (Uncommon)

5 Vulnerability: 1 1/2 x BODY Darkness Attacks (Uncommon)

5 Vulnerability: 1 1/2 x STUN Darkness (Uncommon)

115+ Other Disadvantages and Experience

 

Total Disadvantage Points: 375

 

The members of the COMET team are:

 

Comet Gold

Adam Elliot, head of COMET, is a graduate student at Carleton who’s working on his doctoral thesis in biotechnology. Something of a science prodigy, as a teenager, he interned as a major Ontario biotech firm, only to discover it was being used as a front for Teleios. He exposed the connection to the general public, and earned the enmity of the Perfect Man.

 

Adam and Ben (Comet Black) are both romantic rivals over Jocelyn’s (Comet Green) affections. So far, the more outgoing Comet Black is winning, however those who know them can tell that the true bond of affection is between Adam and Jocelyn.

 

Powers

10 2d6 Luck

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Computer Programming 13-

3 Electronics 13-

3 Inventor 13-

3 KS: The Superhuman World 12-

3 Mechanics 13-

3 Scientist

3 SS: Chemistry 13-

3 SS: Mathematics 13-

3 SS: Optics 13-

3 SS: Physics 13-

3 SS: Robotics 13-

 

Total Additional Powers/Skills: 49

Total Character Points: 380

 

Additional Disadvantages

5 Enraged if Innocents Hurt (8-, Recover 14-)

15 Hunted by Teleios (More Powerful, 8-)

15 Psychological Limitation: Code Vs Killing (Common, Strong)

15 Psychological Limitation: Intense Scientific Curiosity (Common, Strong)

10 Psychological Limitation: Overly Protective of COMET Red (Common, Moderate).

10 Rivalry (Professional, Romantic, w/Comet Black)

60 Experience Bonus

 

380 Total Points

 

Comet Black

The son of James and Matelyn Pryce, who were engineers on various NASA projects in the 1990s (and who died testing an experimental rocket engine ten years ago), Ben Pryce is an electronics genius in addition to his other pastimes.

 

Ben is handsome, charismatic, and an insufferable egotist. He believes that only the rational mind of a trained scientist is fit to rule the world, and that anyone who disagrees with his view should shut up and get out of his way. Although he denies it, Ben has one foot in the supervillain camp, though his love for Jocelyn Dumont and a certain noblesse oblige attitude toward the innocent keeps him with the team. Lately, however, he’s been courted by both Teleios and Borealis, who’ve asked him to turn on COMET. Ben repudiated them (violently), however he’s becoming very resentful about Adam’s leadership role on the team and his relationship with Jocelyn. Teleios’s arguments seem especially persuasive, though he refuses to admit it. Under Borealis’s mental control he once assumed the costumed identity of the villain Dire and though his teammates snapped him out of it, part of him really enjoyed the walk on the dark side.

 

Powers

10 Analyzer: Analyze Circuitry (Detect Electrical Device, Sense, Range. Discriminate, Analyze, OAF)

 

Skills

3 Computer Programming 13-

3 Cryptography 13-

3 Deduction 13-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

3 Oratory 13-

3 Scientist

3 SS: Dimensional Theory 13-

3 SS: Nuclear Physics 13-

3 SS: Physics 13-

3 SS: Robotics 13-

3 Systems Operations 13-

 

Total Additional Powers/Skills: 49

Total Character Points: 380

 

Additional Disadvantages

5 Enraged if Physically Struck (8-, Recover 14-)

5 Hunted by Teleios (More Powerful, Watching, 8-)

10 Psychological Limitation: Shows Contempt Whenever Someone Displays or Admits Ignorance (Common, Moderate)

10 Psychological Limitation: Code Vs Killing (Common, Moderate)

10 Psychological Limitation: Overconfidence (Common, Moderate)

10 Rivalry (Professional, Romantic, w/Comet Gold)

60 Experience Bonus

380 Total Points

 

COMET Blue

Josh Jordan was always an adventurous kid, and though many people considered him a dumb jock, he had an interest in mysteries and conspiracies, the latter inspired by his dad, a famous literary critic. When his parents died in a tragic accident in his freshman year at Carleton, Josh took a year away from school and blew through his trust fund to finance a globe-hopping adventure spree. That year solidified his interest in archeology and mysticism. When he returned to Carleton, he wanted to maintain his interests, which led him to join the fateful expedition where COMET was created.

 

A good friend and trusted teammate, Josh’s sense of humor and high-spirits make it natural for his friends to lean on his broad shoulders, even COMET Black.

 

Powers

13 Extra Strength: STR +30, No Figured Characteristics (-1/2), Extra Time: One Phase to Activate, (-1/4), Increased END Cost (x2) (-1/2) 4

5 1d6 Luck

 

Skills

10 +2 Levels w/HtH

3 Acrobatics 13-

3 Breakfall 13-

2 KS: Canadian History 11-

2 KS: The Mystic World 11-

3 SS: Archeology 12-

3 Survival 13-

 

Total Additional Powers/Skills: 44

 

Additional Disadvantages

5 Enraged if Accused of Being Irresponsible (8-, Recover 14-)

5 Hunted by Teleios (More Powerful, Watching, 8-)

10 Psychological Limitation: Code Vs Killing (Common, Moderate)

10 Psychological Limitation: Easily Bored (Common, Moderate)

10 Psychological Limitation: Excessively Curious (Common, Moderate)

65 Experience Bonus

375 Total Points

 

Comet Red

Benny Harris was a bright kid who came from shady stock; his dad, a native of Shelbourne Nova Scotia, was a smuggler as well as a fisherman. Benny received a bursary to Carleton and engaged in a bit of petty crime before he got his powers. When the COMET team was born, Benny suggested becoming supervillains, but the others stared him down. More or less forced to become a superhero, he’s managed to settle into the role, however he’s still the least heroic of the COMET crew and the greediest. Nonetheless, Benny really likes the adoration of the people and won’t screw that up — unless something very tempting comes his way.

 

Powers

10 Endurance Boost 2d6 Absorption (physical, to END)

12 Size Boost: Growth (+20 STR, +4 BODY, 4 STUN, -4” KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (12 Active Points); Increased Endurance Cost (x4 END; -3/4), Extra Time (Full Phase, Only to Activate, -1/4) 8

2 +1” Running

 

Skills

10 +2 Levels w/HtH

3 Navigation (sea) 12-

2 PS: Fisherman 11-

2 PS: Writer 11-

3 Streetwise 13-

3 Survival (maritime) 13

3 TF: Small Motored Boats, Large Motored Boats, Small Sailboats

 

Total Additional Powers/Skills: 53

 

Additional Disadvantages

5 Enraged when insulted (8-, Recover 14-)

10 Psychological Limitation: Code Vs Killing (Common, Moderate)

10 Psychological Limitation: Harbors Grudges For No Good Reason (Common, Moderate)

10 Psychological Limitation: Greedy (Common, Moderate)

74 Experience Bonus

384 Total Points

 

Comet Green

Jocelyn Paiemont was born in Laval, Quebec, Her father was not Nicholas Paiemont, the man who raised her, but rather, it was Henri Lalonde, the supervillain Punition! Jocelyn’s parents tried to hide the truth from her (and her twin sister Genevieve), Against the odds, Jocelyn has managed to live a very normal life until she received her powers. The recent revelation of her true parentage has deeply conflicted her — and has all but driven her sister into her natural father’s arms, just as Genevieve’s own powers start to emerge.

 

Powers

10 Strong Will: +5 EGO

10 Pheromones: +3 DCV, only against those attracted to women (-1/2)

20 Touch of Grace: Mental Illusions 10d6, Limited Power: Pleasing Images Only, Can’t Do Damage (-1/2), No Range (-1/4), Extra Time: Full Phase (1/2). 5

 

Skills

3 Animal Handler 13-

3 Combat Driving 13-

3 Conversation 13-

3 Persuasion 13-

3 SS: Biochemistry 12-

 

Total Additional Powers/Skills: 55

 

Additional Disadvantages

5 DNPC sister (slightly less competent. 11-)

5 Hunted by Teleios (More Powerful, Watching, 8-)

10 Hunted by Punition (As Powerful, Capture, 8-)

10 Psychological Limitation: Code Vs Killing (Common, Moderate)

10 Psychological Limitation: Nervous Around Guns (Common, Moderate)

10 Psychological Limitation: Reckless, Moderate)

66 Experience Bonus

386 Total Points

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Re: CotN Outtakes

 

Powers activated by direct sunlight? Well' date=' they might have occasional walk-ons in Vancouver. Very occasional.[/quote']

 

Well since they're the City of Ottawa Metahuman Emergency Team, I suspect they don't have to worry about weather conditions in Vancouver much. ;)

 

One wonders though, if a modified sunlamp of the sort used in greenhouses would enable them to activate thier powers?

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Re: CotN Outtakes

 

Cut from the Culture section: comic books.

 

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COMIC BOOKS

Canada has been well-represented in comics since the Golden Age. In 1938, a Canadian named Joe Shuster co-created Action Comics #1, featuring a character named Superman. Canadians have been involved with the American comic book industry ever since.

 

The Golden Age

Canada’s most vibrant period of comic books was the Golden Age. With American comic book shipments to Canada curtailed (along with all “non-essential goods”, it gave a chance for a Canadian comic book industry to blossom. These were the Canadian “whites”, which earned its name because they were in black and white (color dyes being too expensive for wartime entertainment). The big name in publishing was Cy Bell, a sign painter who saw an opportunity and founded the Wow comics group.

 

The headline character of the era was Johnny Canuck, whose name was taken from a character used by old editorial cartoonists to symbolize Canada. The historic Johnny Canuck was a lumberjack, but fifteen-year-old creator Leo Bachle envisioned him as an ace pilot and freelance superhero in the tradition of Alex Raymond strips like Flash Gordon. Johnny’s powers were exceptional strength (bordering on the superhuman) and the ability to escape from even the most bizarre peril with a jaunty quip. He had no costume (and often no shirts), but usually wore aviator’s gear into action.

 

Johnny’s first adventure featured him crash-landing into “the Lost Jungles of Libya”, where he was captured by an evil Aztec-like tribe. After killing the chief in a duel. Johnny took over as tribal king, and helped lead the tribe against Nazi invaders. In subsequent adventures, Johnny (apparently not taking that kingship role too seriously) left Libya to go into Nazi Germany, where he punched out Hitler, making the Feuhrer so mad that he tried to guillotine our stalwart Canuck. Johnny survived to deliver several more beatings to Hitler before the war ended.

 

Johnny Canuck was the most popular Canadian superhero, but he was far from the only one. While Johnny headlined Dime Comics. Triumph Comics was the home of Nelvana of the Northern Lights. This superheroine was inspired by Inuit legends; was suggested by Group of Seven artist Frank Johnston. Nelvana was drawn and written by Adrian Dingle. Arguably the best drawn book of the Golden Age, Nelvana fought the Nazis and went on numerous fantastic sci-fi adventures..

 

The third major Canadian comic book of the Golden Age was Canada Jack. Written by George Mendenez Rae, Canada Jack fought saboteurs on the home front, often with the help of kids who belonged to the Canada Jack Club.

 

There were, of course, numerous other Canadian golden age heroes: (the original) Iron Man, Freelance, the Brain, Dixon of the Mounted, the Penguin, and many others. The most popular books of the era had sales of 100.000 copies. However, the end of the war allowed American four-colour comics to flood into Canada. Canadian comic book manufacturers switched to color to compete, only to discover that the newsprint they needed to compete with the Americans was still being rationed. By 1947, the Golden Age comic book companies were forced to fold up shop or turn to reprints to survive, and by 1948, the growing backlash against “crime comics” would kill what remained of that industry. Canada would never again enjoy such a healthy home-grown comics industry again.

 

Quebec

La Belle Province has never really taken to traditional superhero comics. Quebec had an early tradition of newspaper satirical strips, but its comic books were controlled by religious institutions. Early Quebec comics like Sais-tu (“Do you know?”) was dedicated to the adventures of historical figures and religious figures like the saints. In the era of Frederick Wertham; American imports were viewed upon with grave distaste, and the Catholic church threw its weight behind gentler fare like Hérauts (“Heralds”). Quebec did have it stand-outs: comic artist Maurice Petitdidier drew charming strips like Fanchon et Jean-Lou. In the mid-1960s, but a flood of well-produced European comics like Tintin and Asterix were imported into Quebec, and Quebec’s gentle, domestic fare couldn’t compete. By 1965, the major Quebec books were no more.

 

Quebec’s satirical tradition came into play in its treatment of superheroes. Unable to play them straight, comics like Capitaine Kebec and Angloman used the superhero genre – in many cases, barely – as a vehicle for social satire.

 

Quebec’s comic creators are probably best known for their work in underground comics. The most celebrated author is probably Julie Doucet, whose Dirty Plotte book garnered international attention. Influenced by French artists like Moebius, many Quebec artists have turned their attention to science fiction. Today, Quebec’s comic books are more influenced by European fantasy and American alternative culture than mainstream American books.

 

The 1970s and 80s

Canada’s comic book industry experienced a brief resurgence in the late 1970s and early 1980s, when a boom in black and white comics made it more economically feasible The two major comic book characters to emerge were Richard Comely’s Captain Canuck, and Northguard, created by Mark Shainblum and Gabriel Morissette. Northguard’s Quebec ally, Fleur-de-lis, is arguably the most noteworthy Quebec superhero ever created.

 

One other Canadian series deserves mention: Cerebus the Aardvark, created by Dave Sim, lasted 300 issues.

 

Alpha Flight

In the 1970s and 80s, Marvel Comics was noted for their innovation. One of the most popular characters was Wolverine, a short, hirsute, raging berserker with adamantium claws and regeneration. Created by Len Wein and Herbe Trimpe, he debuted, wearing an ugly canary yellow costume, in Incredible Hulk #181.

 

The character’s first appearance wasn’t particularly notable. However, once Wolverine joined the X-Men as an anti-hero among the heroes, the character’s popularity soared. An ex-Canadian government agent with a mysterious past, Wolverine’s backstory demanded to be filled in. Under Chris Claremont and (then-) Canadian artist John Byrne, X-Men #109 featured the appearance of “Major Maple Leaf”. While (thankfully) the name would not stick, the character would return along with a whole team of Canadian superheroes: Alpha Flight.

 

While the concepts of the original AF may have been on the cliché side (Sasquatch, Shaman, Snowbird), they had an exuberant charm that endeared them to many readers. Byrne agreed to write and pencil their own book, and Alpha Flight #1 was published in 1983.

 

Alpha Flight, under Byrne, was an instant hit. Unfortunately after Byrne’s departure, other creative teams were not as successful and the title went into a long downhill skid. Despite the controversial outting of Northstar as a gay superhero in issue #106, the book ended two years later. Two subsequent attempts to revive the book, the first as a conspiracy theory mystery, the second as a superhero comedy, were both short-lived failures. Marvel blamed the failures on the fact that the Canadian comics market wasn’t strong enough to support a mainstream book. Others pointed to the quality of the creative teams and the degree to which it had strayed from the original characters and concept.

 

In 2006, Marvel’s creative staff wiped out all but a few members of Alpha Flight in an off-panel death scene, To old fans, it felt like a slap in the face. In 2007, Marvel feeling that the Alpha Flight name “left a bad taste in people’s mouths”, fielded an Omega Flight team that included only one Canadian. Aside from Wolverine and the pages of Alpha Flight, Marvel has no other Canadian superheroes. DC, despite many Canadian comic book creators and a sizable market, has only two Canadian superheroes: Flying Fox of the Young All-Stars, who appeared once in the Global Guardians in 1994.

 

Editorial Cartoonists

An area where Canada has always excelled is in the art of the editorial cartoon. Known for their no-holds-barred approach, Canada’s editorial cartoonists have contributed to a half-century of cynicism toward Canadian politicians. Duncan MacPherson, Terry Mosher, Len Norris, Roy Peterson and Ben Wicks are probably the best known editorial cartoonists of the last two generations.

 

Canadian Creators

Canadians who have contributed to the American comic book industry include names like Hal Foster, Darwyn Cooke, Todd McFarlane, Gene Day, Tom Grummet, Cary Nord, Bernie Mireault, Stuart Immonen, Colin Upton, and many others.

 

The strongest voice in Canadian comics is probably Drawn and Quarterly, a Montreal-based publisher of independent comics who published Doucet’s aforementioned Dirty Plotte. Another Drawn and Quarterly publication, Chester Brown’s graphic novel Riel, may be the definitive biography (in any media) of the Métis leader.

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Re: CotN Outtakes

 

One other Canadian series deserves mention: Cerebus the Aardvark' date=' created by Dave Sim, lasted 300 issues.[/quote']

 

Correction: "...created by Dave "Bats*** Insane" Sim..." ;)

 

Canadian Creators

Canadians who have contributed to the American comic book industry include names like Hal Foster, Darwyn Cooke, Todd McFarlane, Gene Day, Tom Grummet, Cary Nord, Bernie Mireault, Stuart Immonen, Colin Upton, and many others.

 

Huh. I didn't know Stuart Immonen is Canadian. He's one of my favorite artists. Ya learn something new every day. Thanks, Scott! :thumbup:

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Re: CotN Outtakes

 

Off-topic...but are there any outtakes from Villany Amok?

 

In a way. ;) Scott provided a free PDF of more Plot Seeds like those included in VA. It used to be offered in the "Free Stuff" portion of the website, but isn't hosted there any more. However, since it used to be given away for free, I saw no reason not to Attach it to this post for interested parties who missed it before.

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Re: CotN Outtakes

 

In a way. ;) Scott provided a free PDF of more Plot Seeds like those included in VA. It used to be offered in the "Free Stuff" portion of the website' date=' but isn't hosted there any more. However, since it used to be given away for free, I saw no reason not to Attach it to this post for interested parties who missed it before.

"You must spread some Reputation around before giving it to Lord Liaden again."

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Re: CotN Outtakes

 

The last of the outtakes, the superhero team of Quebec.

 

----------

Les Esprits Guardiens

 

Membership: Le Fort, Voyageur, Surcheval, Chatelaine.

 

Background: For years, people in Quebec complained they had no native superhero team. Les Esprits Guardiens was founded after the 1995 sovereignty referendum; one of the arguments that the victorious “non” side had made was that English-Canadian superheroes would (and had frequently) provided protection from invading supervillains, both foreign and domestic. The Chatelaine, a sorceress with heavy pro-sovereignty leanings, was outraged by the claim and decided the solution was put together a Quebec superhero team and show that Quebec didn’t need the Northern Guard to defend itself. Her first recruit was a “new” superhero named Le Fort (new only in the sense that he had recently started his heroic career; Le Fort had been born in the 17th Century and was the source of numerous legends and folk tales). The other veteran Quebecois superhero, Voyageur, had federalist leanings, however he saw the need for a local team and was willing to put aside his political trepidation. The team was officially formed in 1998, with sponsorship from the city of Montreal. The fourth founding member was Ti-Jean, but he died in a skiing accident unrelated to superheroing in 2006. His replacement, who joined in 2007, was Surcheval.

 

The team has faced a number of villains like Punition, Roi D’Hiver and Tilingkoot, and acquitted itself well. StarForce has proposed uniting with them to form Alliance Canada (which would eventually branch out with superhero teams in the North, the West Coast and the Maritimes and become the unofficial sentinels of all Canada.) Chatelaine has vetoed this every time, but Voyageur is pressing for the union, pointing out that even sovereigntist politicians join with English-Canadians when their interests are at stake. The Chatelaine has countered by proposing an alliance with COMET (which the Ottawa team has rejected).

 

Tactics: Les Esprits keep their combat tactics simple: if Le Fort feels they can handle a situation (or have no choice but to intervene) Le Fort and Surcheval charge in, while the Chatelaine and Voyageur hold back and use their powers at range. If things go badly, the Chatelaine is ordered to work up a teleportation spell and retreat.

 

Relations: Les Esprits Guardiens has a good relationship with the Quebec authorities, and with UNTIL. Their relations with the federal government and the RCMP are cordial but distant (Voyageur intervenes to handle them); they’ve occasionally worked with COMET (COMET Green has a standing invitation to join the team) and Voyageur has aided StarForce on occasion, as he and Justiciar are old teammates.

 

Within the team, there are two factions: Le Fort and Chatelaine on one side, and Surcheval and Voyageur on the other. Voyageur and Chatelaine acknowledge their differences and maintain a cool, civil relationship; it’s obvious they’ll never be friends, but they’ve saved each other’s lives too often to be enemies.

 

Les Esprits Guardiens Plot Seeds

 

1. Laurentia or Bust:

An emissary from the alternate dimension of Laurentia approaches the Chatelaine, suggesting that she secretly link the signal from Radio-Canada with its Laurentian equivalent, so Quebeckers can see first hand what life in a sovereign Quebec would be like. Of course it’s a trap, but when people in your country tune into a signal from an alternate dimension (out of sheer curiosity), what happens when the invading army using that signal gets the coordinates wrong and lands in your backyard?

 

2. Time Travel: Royal Pain or Incredibly Annoying?:

Le Fort is immortal, but what happens when PCs who are around Le Fort and Voyageur at a social gathering suddenly get drawn in a temporal nexus and go back in time to the 1820s, when men were men, and men were rowdy, and your superpowers are either useless (or scaled down to a heroic scale)... and one of you has to gather their teammates—who now believe they belong in the 1820s—and win a no holds barred fistfight against Le Fort in an Ottawa logging camp.

 

3. Separation Anxiety:

You uncover evidence that Chatelaine has been using her magical powers to “prime” people for the idea of a sovereign Quebec. No, what she’s doing is more subtle than a mass suggestion to vote “oui” in the next referendum. She’s been performing ritual magicks designed to increase Quebeckers self-assuredness and confidence in their nation’s self-worth, so they won’t feel a need to stay with Canada when the “non” side uses its “typical scare tactics.” You know that revealing this to the public would probably cause a lot of scandal and break the team apart along sovereigntist/federalist lines. Do you go public?

 

Le Fort

Val Char Cost Roll Notes

40 STR 30 17- / 20- Lift 6400 kg/51.2tons; 8d6/11d6 HTH damage [4/5]

20 DEX 30 13- OCV: 7/DCV: 7

30 CON 40 15-

18 BODY 16 13-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

18 COM 4 13-

26 PD 18 Total: 26 PD (20 rPD)

26 ED 20 Total: 26 ED (20 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

14 REC 0

60 END 0

53 STUN 0 Total Characteristics Cost: 195

Movement: Running: 6”/6”

Leaping: 16”/19”/6”

 

Cost Powers END

12 Growth (+15 STR, +3 BODY, +3 STUN, -3” KB, 792 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (15 Active Points); Only When In Contact With The Ground (-1/4) 1

20 Tough as the Land: Damage Resistance (20 PD/20 ED) 0

14 Immortal Body: Life Support (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

4 Strength of the Land: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Only When In Contact With The Ground (-1/4) 0

5 Squint: Sight Group Flash Defense (5 points) 0

11 Hardiness of the Land: Knockback Resistance -7” (14 Active Points); Only When In Contact With The Ground (-1/4) 0

8 Super-Strong Legs: Leaping +8” (16”/19” forward, 8”/9 1/2” upward) Martial Arts: [boxing]

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

3 Clinch -1 -1 Grab Two Limbs, 50 STR / 65 STR for holding on

4 Cross +0 +2 10d6 / 13d6 Strike

5 Hook -2 +1 12d6 / 15d6 Strike

3 Jab +2 +1 Strike

2 Weapon Element: Clubs, Axes

 

Perks

3 Fringe Benefit: Federal/National Police Powers

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

 

Skills

20 +4 with HTH Combat

4 AK: Quebec 13-

3 Climbing 13-

3 Conversation 13-

2 CK: Montreal 11-

3 Disguise 12-

3 Gambling 12-

4 KS: Quebec Folk Tales 13-

4 KS: The Superhuman World 13-

2 Language: English (Fluent Conversation)

3 Navigation 12-

4 PS: Lumberjack 13-

3 Seduction 13-

5 Tactics 13-

3 Teamwork 13-

3 TF: Rafts, Sleds, Small Rowed Boats

2 WF: Common Melee Weapons

Total Powers & Skills Cost: 177

Total Cost: 372

 

200+ Disadvantages

20 Hunted: Borealis 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

25 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Capture

15 Hunted: Province of Quebec 14- (As Pow, NCI, Watching)

10 Physical Limitation: Always cheerful, Never Seems to Get Upset Frequently, Slightly Impairing

10 Psychological Limitation: Code Versus Killing Common, Moderate

5 Rivalry: Professional (all other bricks), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

20 Psychological Limitation: Sworn to Defend the Quebec People Very Common, Strong

15 Social Limitation: Public Identity Frequently (11-), Major

5 Vulnerability: 1 1/2 x STUN Magic attacks Uncommon

5 Vulnerability: 1 1/2 x BODY Magic attacks Uncommon

5 Vulnerability: 1 1/2 x Effect Magic attacks Uncommon

 

Total Disadvantage Points: 372

 

 

Background: As old as the hills, they say, but just how old are the hills? And what do they do when they smile on you?

 

Gabriel LeFort was a fur trader, based in Montreal, who explored the wilderness as a fur trader. In 1641, the Land observed him, a big likable man with a deep booming (if off-key) singing voice and it gave him powers. He became superhumanly powerful and immortal.

Gabriel enjoyed using his powers, though he eventually discovered they raised people’s suspicion, particularly from priests. He hid his powers from those who might persecute him, wandered the wilderness and created legends, In the 19th Century, he was Joseph Montferrand, champion boxer and lumberjack defender of the people. In the 20th Century, he was Matthieu Deglise, who traded the British Commonwealth boxing title with the Rocket Man, Billy Deighton, in a series of bouts across Canada that captured the national imagination in the mid-1930s. He enjoyed Montreal for its nightlife and drinking, but preferred the wilderness.

 

During the Second World War, Gabriel avoided the European front —though he loved a good brawl, he hated war—but circumstances forced him into the fight on the domestic front, and he fought alongside Princess Aureole in her attack on Vultok’s ice realm. It was the first time his growth powers had manifested themselves: calling himself Le Fort Bcheron (“the Mighty Lumberjack”), he helped save Canada from Vultok, but the sheer horror of what he saw forced him to retreat into the wilderness for over 40 years.

 

Eventually he received another visit from the Land, which was getting irritated by human “degradation” and “ignorance.” Gabriel agreed to return to civilization and win the people’s trust and persuade them to take better care of the land. To win people to his side, he became the superhero LeFort.

 

LeFort has established himself as the premier superhero of Quebec, and most of Canada holds him in high regard. Though he harbors strong nationalistic feelings —he remembers how English and Irish-Canadians treated Quebeckers back in the old days—his message has primarily been one of environmental stewardship. People nod their heads when they hear him speak, but they never seem to do something. It depresses him, but he’s found some good people, and he’s doing some good work, and he’s content.

 

Personality: Le Fort is a happy individual whose learned to take life in stride. He’s found the balance between zeal and indolence, and so he’s managed to keep his psyche on an even keel. He is very good to talk with, very friendly when drunk; he has, however, absolutely no regard for people who bark orders at him or who don’t treat people with patience and respect.

 

Le Fort loves to fight. He regrets that since the pulp era, the spike in magical forces that fueled the growth of his powers has made it impossible for him to return to the boxing ring, as that was where he felt most alive. He loves to pick fights with bricks when he first meets them. He expects the opponent to bond with him and figure out that it’s a gesture of masculine respect; unfortunately, not everyone does and many people come away from a first meeting with more than a few bruises.

 

Quote: “Let’s you and I fight!”

 

Powers/Tactics: Le Fort is a magically altered human. With gifts of immortality and superhuman strength, he’s already one of Canada’s toughest superhumans, however his Growth power, the ultimate expression of that magic, puts him at a strength level equal to all but a handful of bricks on the planet.

 

Le Fort’s clothing grows and shrinks with him.

 

Le Fort’s tactics are stay at human size throughout as much of the fight as is feasible. He doesn’t use his growth power unless his opponent is tough enough to take it; he views the use of his full might as an “honor” that few are worthy of possessing. If an opponent has a weapon, he’s not above taking an axe-handle and swinging for the fences.

 

Campaign Use: ]To reduce his power level for low-powered campaigns, lower his STR to 30, his SPD to 4, and shave off some combat skill levels. To increase his power level for high-powered campaigns, boost his base defenses by 5, add two Overall skill levels, and add 3d6 Luck.

 

Le Fort will watch people at the beckoning of the Land, but he’ll only hunt someone if they’ve sworn to destroy Quebec or its French-speaking majority. Since he helped bust an anti-Quebec organization called Canada First in the mid-1990s, no one’s filled that vacuum, though lately he’s casting a suspicious eye on the Hunter-Patriots.,

 

Despite the lack of specific contacts, LeFort’s reputation is good enough that he should be treated as having Non-Combat Influence

 

Appearance: Gabriel LeFort is a barrel-chested mountain of a man, 6’6” tall and 265 strapping pounds. kilos). His costume is a flannel lumberjack’s shirt (worn open to reveal a swath of chest hair), faded blue jeans, and bright red toque; he has brown hair, brown eyes, and a medium-length, well-groomed beard.

 

Chataleine

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]

23 DEX 39 14- OCV: 8/DCV: 84

28 CON 36 15-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

14 COM 2 12-

15+ PD 12 Total: 15/25 PD (0/10 rPD)

15+ ED 9 Total: 15/25 ED (0/10 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 2

56 END 0

32 STUN 0 Total Characteristics Cost: 156

Movement: Running: 6”/6”

Leaping: 3”/6”

 

Cost Powers END

105 Sorcery Variable Power Pool, 60 base + 45 control cost, all slots Powers Can Be Changed As A Half-Phase Action (+1/2) (105 Active Points)

13 Force Field (10 PD/10 ED) (20 Active Points); Conditional Power Cannot Add to Defenses Pulled From Magic Pool (-1/4), Limited Power Force Field Won’t Stop Attacks If Attacker Makes an EGO roll at a -3 penalty (-1/4) 2

16 Missile Deflection (Any Ranged Attack) (20 Active Points); Limited Power Won’t Stop Attacks If Attacker Makes an EGO roll at a -3 penalty (-1/4) 0

11 Mental Defense (15 points total) 0

8 Sight Group Flash Defense (8 points) 0

 

Perks

2 Fringe Benefit: Local Police Powers

 

Talents

5 Eidetic Memory

4 Speed Reading (x10)

 

Skills

3 +1 with Magic

3 High Society 14-

3 KS: Literary World 12-

4 KS: Superhero World 13-

4 KS: The Occult World 13-

1 Language: English (basic conversation)

3 Oratory 14-

3 Persuasion 14-

2 PS: Bookseller 11-

17 Power: Magic Pool Control Skill 18-

 

Total Powers & Skills Cost: 207

Total Cost: 364

 

200+ Disadvantages

5 Distinctive Features: Glowing Silver Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly Used Senses)

10 Hunted: Black Paladin 8- (As Pow, Harshly Punish)

10 Hunted: Roi D’Hiver 8- (As Pow, Harshly Punish)

15 Hunted: VIPER 8- (As Pow, NCI, Harshly Punish)

 

10 Psychological Limitation: Addicted to Reading New Magic Tomes (Common, Moderate)

10 Psychological Limitation: Disdain for Canadian Government (Common, Moderate)

10 Psychological Limitation: Fear of Crows (Common, Moderate)

15 Social Limitation: Secret ID (Marie Dubois) (Frequently, Major)

5 Susceptibility: The Touch of Silver 1d6 damage Instant (Uncommon)

5 Vulnerability: 1 1/2 x BODY from Holiness Powers (Uncommon)

5 Vulnerability: 1 1/2 x STUN from Holiness Powers (Uncommon)

 

Total Disadvantage Points: 364

 

Background: The evil of the Black Paladin is unfathomable; one of his uncountable misdeeds was to kidnap girls and prepare them for careers as his sorceress “chatelaines.” Marie Dubois was one of them. Snatched from her Quebec home at the age of five, Marie was forced into the life of a sorceress apprentice. A chatelaine-in-training, Sir Giles called her. Black magic became her meat and drink. She participated in unholy rites, so her essence became allergic to symbols of holiness (silver, consecrated ground, etc.) However, the Paladin has enemies, both human and superhuman. A courageous Jesuit priest discovered the Paladin’s activities, and gave his life to contact the Mighty Canadians. The superhero team defeated the archvillain. Marie was returned to her parents. All was set aright.

 

The only problem was, it wasn’t. She had been in the Paladin’s dubious care for nine years; she no longer knew her parents. She had been exposed to dark rituals that haunted her dreams. She couldn’t be taken to confessional without screaming. Exorcisms followed, but she wasn’t possessed, just scarred. The one magical effect that consumed her was a geas; the Paladin had intended for her to become a living library of the occult, so she was ensorcelled to read as many occult tomes as possible and commit their contents to memory.

 

Somehow, she graduated from high school, and enrolled in college. She turned to politics as a distraction. After her campus was bombed by a nutcase associated with the now defunct Canada First! Organization, Marie realized that Quebec needed more than the political will to stand on its own two feet; it needed protectors. She had done her best to shun magic since her rescue, only to discover that she was fighting against her own nature. She decided to stop fighting and embrace her gift. Calling herself the Chateleine —turning the Paladin’s attempt to enslave her into a symbol of personal triumph—she trained herself to fight the enemies of Quebec and the darkness within herself. It took decades before she felt ready to assume the mantle of the Chatelaine, but in 1994, she became Quebec’s newest superheroine, and never looked back.

 

Personality: Though admittedly brash, outspoken, and hard-driving, the Chatelaine has a reputation for moodiness that’s largely undeserved; by her own admission, she doesn’t handle the media well (particularly the English-language press, as her English isn’t very good) and her childhood wasn’t conducive to the development of casual social skills. She’s been a loner for most of her life, and her one romantic relationship turned out to be with a warlock who tried to get her back into the Black Paladin’s fold —she’s certainly not expecting to find a romantic relationship any time soon.

 

Quote: I hold the key to the castle, and that castle is Quebec. And you are not welcome in the castle.”

 

Powers/Tactics: The Chatelaine is a sorceress, pure and simple. Through magical training, she can perform fantastic spells with almost unlimited effects. Her favorites involve blinding via flashes, disabling through entangles, and (when her teammates are in trouble) ranged healing spells or a teleport to get them out of the way.

 

Her defenses have an unusual limitation: a person can battle through them by making an appropriate EGO roll (at a -3 penalty). Every time someone successfully attacks, they get a chance to break through.

 

The Chatelaine is still bound by the geas to become a mystical library and there are dark forces tugging at her life, threatening to send her into the abyss. She tries to get around the curse by reading texts that emphasize the positive uses of magic, and doing a lot of meditation to hold herself together. So far it’s worked, but it’s a battle.

 

Campaign Uses: To adjust the Chatelaine for a low-powered campaign, reduce her Magic Pool to 50 points. To increase it for a high-powered campaign, raise it to 70 points, increase her Pool Control Skill to 21-, and raise her SPD to 6.

 

The Chatelaine considers herself to be the guardian of Quebec’s mystic community, so if you’re a practicing mage in Quebec, she may be watching you. If you’re connected with the Black Paladin, or perceived as a threat to the sovereigntist movement in Quebec, she’s a natural Hunted.

 

The Chatelaine has NCI, though against some threats (particularly the occult), she’s very reluctant to involve the authorities in any way.

 

Appearance: The Chatelaine is a woman approaching middle age who remains reasonably attractive (magic is better and cheaper than a good plastic surgeon). When in heroic identity she has short silver hair and wears a black domino mask and a bright green dress (the same color has her eyes) with silver gloves and a silver sash around her waist. In civilian identity she has dark hair and allows her face to look older and more care-worn. She’s 5’5” tall and weighs 120 pounds.

 

Surcheval

Val Char Cost Roll Notes

35 STR 25 16- Lift 3200 kg; 7d6 HTH damage [3]

26 DEX 48 14- OCV: 9/DCV: 9

28 CON 36 15-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

22 PD 15 Total: 22 PD (15 rPD)

22 ED 16 Total: 22 ED (15 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

13 REC 0

56 END 0

45 STUN 0 Total Characteristics Cost: 179

Movement: Running: 14”/6”

Leaping: 7”/6”

 

Cost Powers END

15 Toughness: Damage Resistance (15 PD/15 ED) 0

60 Teleportation Powers: Multipower, 60-point reserve

6u 1) Incredible Speed: Teleportation 30” (60 Active Points) 6

4u 2) Quick Change Other: Cosmetic Transform 8d6 (Quickly Dress or Change An Object’s Apparel) (40 Active Points) 4

4u 3) Combat Teleport: RKA 2d6, Penetrating (x2; +1) (60 Active Points); OIF (anysmall teleportable object) (-1/2) 6

4u 4) Desolidification (40 Active Points) 4

2 Life Support (Safe in Low Pressure/Vacuum) 0

12 Blink Teleport: +5 with DCV (25 Active Points); Costs Endurance (-1/2), Conditional Power Must Follow Teleport or Full Move Running (-1/2) 2

16 Running +8” (14” total) 2

 

Perks

2 Fringe Benefit: Local Police Powers

 

Skills

16 +2 with All Combat

3 CK: Quebec City 13-

2 CK: Montreal 11-

3 Computer Programming 13-

3 Electronics 13-

3 Interrogation 13-

3 Language: English (completely fluent)

3 PS: Instructor 13-

5 SS: Physics 15-

3 Stealth 14-

1 Systems Operation 8-

1 Teamwork 8-

 

Total Powers & Skills Cost: 171

Total Cost: 350

 

200+ Disadvantages

20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish

10 Hunted: Punition 8- (Occasionally) (As Pow, Harshly Punish)

15 Psychological Limitation: Loves to Mock People Common, Strong

10 Psychological Limitation: Scientific Curiosity Common, Moderate

10 Rivalry: Professional (Le Fort), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Secret Identity (Andre Chounard) Frequently (11-), Major

10 Vulnerability: 1 1/2 x Effect from Drains (Common)

5 Vulnerability: 1 1/2 x BODY from Sonic Attacks (Uncommon)

5 Vulnerability: 1 1/2 x STUN from Sonic Attacks (Uncommon)

Total Disadvantage Points: 350

 

Background: Andre Chounard is actually the second superhero by that name; the first was Phillip Chounard, his uncle, a superhero in the 1960s and 70s, a speedster herald of the Quiet Revolution. Andre’s grandfather was Pierre Rhiaume, better known as Maître Cerveau (Master Brain), a science hero of the pulp era. Andre developed a “human potential machine” designed to bring out people’s finest qualities; the machine was no quick fix (the process required months to unlock people’s potentials, and many had none worth unlocking, so there were few volunteers). However, Phillip gained the power of lightning speed, and when he retired, he uncovered the machine and asked his relatives to take the treatment. One of them, a young graduate student in physics, gained powers.

 

Phillip trained his nephew to be a superhero, a career choice that Andre agreed with enthusiasm When Les Esprits Guardiens was formed, Andre was glad to join. It hasn’t been the most sterling superhero career so far. Andre’s “potential” includes a huge potential to get on people’s nerves with petty insults and quips, a quality that serves him well when he needs to goad a supervillain into doing something stupid, but which has given him a rather unpleasant reputation. In part, it’s because he feels he needs to play things straight in his secret identity (a freshman high school physics teacher), so Surcheval is an emotional release for him.

 

Personality: Andre has established himself as a bit of a jerk; he makes snide remarks about his teammates behind their backs, and is sometimes very obnoxious to LeFort (who takes the remarks in stride, though at some point Chatelaine and Voyageur expect there’ll be a blow-up). He has one great passion in his life: physics. Nothing shuts him up more quickly than the opportunity to study odd physical phenomena or supervillain technology, and he’s beginning to compile a database of exotic technology that may one day form the basis of a first generation Surcheval powered armor suit which will augment his already prodigious abilities.

 

No one’s quite sure why he’s such a jerk to LeFort. Most of the time, the rivalry expresses itself in practical jokes (with one nasty joke from LeFort in response to ten petty ones from Surcheval).

 

Quote: Cease your babbling, you pig-faced lunatic. Supervillains are such a relic from the past. Surcheval is the future.”

 

Powers/Tactics: Surcheval is a mutated human; the potential of his family line unleashed. Although he’s technically a speedster, Surcheval might be better characterized as a “burster.” He doesn’t have a high SPD and tends to accelerate and decelerate quickly and travel in short bursts, thus teleport is a better fit for most of his powers than running.

 

Surcheval is a front line combatant for Les Esprits. He likes to annoy his opponents and serve as a distraction for LeFort, either by verbal quips, or with his Transform power (he’s fond of putting women’s clothing or insulting T-shirts on his opponents, then pulling out a camera and taking a picture). When he has to get serious, he’ll teleport behind someone and blindside them with a move-through, or he’ll move his hand through an opponent (his double armor piercing killing attack). The latter is reserved only for psychopaths or threats that require immediate neutralization.

 

Campaign Use: Surcheval fits the “annoying jerk superhero” archetype. One should not go too overboard with this; PCs should receive a little more lenient treatment than villains (unless they’re being truly obnoxious).

 

To raise Surcheval’s power level for a higher-powered game, increase his SPD to 6, give him a 3d6 Hand Attack, and add some Danger Sense. To lower his power level for a lower powered game, remove his Combat Levels and drop his defenses by 3-5 each.

 

Surcheval does not watch or hunt people, unless they’ve humiliated him in the past.

 

Appearance: Surcheval is a good looking young man in his twenties, with short brown hair, blue eyes, and a bit of a smirk on his face. He’s 5’11” and weighs 182 pounds. His costume is an orange and black bodysuit that more than one person refers to as the “ugliest superhero costume in Canada.”

 

Voyageur

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]

20 DEX 30 13- OCV: 7/DCV: 7

23 CON 26 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

20 EGO 20 13- ECV: 7

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

6 PD 3 Total: 24 PD (18 rPD)

7 ED 2 Total: 19 ED (12 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

8 REC 0

62 END 8

30 STUN 0 Total Characteristics Cost: 121

Movement: Running: 6”/6”

Leaping: 3”/6”

 

Cost Powers END

63 Telekinesis Powers: Multipower, 63-point reserve

6u 1) Telekinetic Blades: RKA 3d6+1, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2

6u 2) Mental Manipulation: Telekinesis (35 STR), Fine Manipulation (63 Active Points) 6

6u 3) Wave of Permeable Telekinesis: Energy Blast 6d6, No Normal Defense ([+ rPD5 Force Field or Telekinetic Armor]; +1) (60 Active Points) 6

35 Astral Form: Multipower, 70-point reserve, (70 Active Points); all slots Character Is Incapacitated And Helpless While Using Power (-1)

3u 1) Distant Remote Viewing: Clairsentience (Sight And Hearing Groups), Megascale (1” = 1,000 km; +1), Can Be Scaled Down 1” = 1km (+1/4) (67 Active Points); Character Is Incapacitated And Helpless While Using Power (-1) 7

3u 2) Local Remote Viewing: Retrocognitive Clairsentience (Sight And Hearing Groups), x8 Range (2,000”) (65 Active Points); Character Is Incapacitated And Helpless While Using Power (-1) 6

6 Mental Wards: Mental Defense (10 points total) 0

15 Telekinetic Powers: Elemental Control, 30-point powers

15 1) Telekinetic Shield: Force Field (18 PD/12 ED) (30 Active Points) 3

15 2) Telekinetic Flight: Flight 15” (30 Active Points) 3

15 Telekinetic Probe: Spatial Awareness (no Sense Group) (22 Active Points); Costs Endurance (-1/2) 2

 

Perks

2 Fringe Benefit: Local Police Powers

7 Contact: Friend in the Mayor of Montreal’s Office (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 13-

 

Skills

6 +2 with Telekinesis Multipower

 

3 Bureaucratics 12-

2 KS: Montreal 11-

2 KS: The Superhuman World 11-

5 KS: Canadian History 14-

2 Language: English (fluent conversation)

3 Paramedics 11-

4 PS: History Teacher 13-

3 Stealth 13-

5 Survival 12-

3 Tracking 11-

2 TF: Rafts, Small Rowed Boats

 

Total Powers & Skills Cost: 237

Total Cost: 358

 

200+ Disadvantages

5 Distinctive Features: Voyageur’s Outfit (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Hunted: VIPER 8- (Occasionally) (As Pow, NCI, Harshly Punish)

15 Hunted: Punition 8- (As Pow, NCI, Harshly Punish)

5 Physical Limitation: Perceives Past Elements Imposed on the Present

15 Psychological Limitation: Often Confused by Retrocogntive Visions Common, Strong

15 Psychological Limitation: Sworn to Protect the Innocent Common, Strong

15 Psychological Limitation: Overconfident Very Common, Moderate

15 Social Limitation: Public Identity Frequently (11-), Major

10 Unluck: +2d6

 

Total Disadvantage Points: 358

 

Background: Alain Pelletier traced his roots back to the days of the voyageurs. He was a proud Quebecker from a wealthy family; he never suspected that his father was actually a mutant psychic supervillain, at least not until he started having psychic flashes as a teenager.

 

Alain was taken aback when he approached his father and discovered that dad wanted to use him as part of his schemes to increase family power and influence. He ran, only to discover it’s very hard to escape a trained psychic. He was forced to fight his father, and in the course of the battle, he accidentally killed him. His father’s dying curse was partial possession; to avoid hiding from the past, Alain would be forced to psychically feel the history of the area around him, especially when it involved his family.

 

Alain spent the next five years in a mental institution. Eventually, he did recover, and he faced a critical choice. Either he could allow what had happened to scar his entire life, or he could move onto something better. He knew he had to make amends, but he decided to do so in a way that turned the curse into a blessing. He became a superhero.

 

Alain’s perceptions often extended as far back in the pastas the time of the voyageurs and he came to identify with these hardy souls. He took their garb as his own and became Le Voyageur, the adventuring hero of New New Canada.

 

That was 1969. For many years, Voyageur was one of Quebec’s greatest heroes (if also it’s most eccentric). He’s been a part of the Northern Guard in its second incarnation. His mutation has kept him in remarkable physical condition for years, though he’s starting to feel them wear at him over the last decade, and on the mornings after a fight, it’s been harder to get out of bed. He’s always taken a backseat to other heroes in the Quebec press (he’s too federalist for many people’s liking, and not modern enough: “Why?” one Montreal news commentator famously moaned. “Are so many of Les triomphateurs based on history and folk legends, and so few on the present day?”

 

Even Voyageur had to admit he had a point. His best friend in the superhero world (now retired) was Hivernant, who also had the motif. Having never married, Voyageur is looking for some continuity, a successor to inherit his legacy. He is slowly coming to the realization that no one really wants to be part of one, a realization more terrifying than any supervillain he’s ever faced.

 

Personality: Voyageur is an idealistic, happy-go-lucky soul; many view him as a “Quebec hippie.” He takes pride in being a raconteur, though his stories often take too long to get to the point.

 

Voyageur believes that life is an adventure, that one should embrace the adventure and experience it with gusto. Perhaps in reaction to his stultifying family, Alain espouses the transformation of the world into a single large, open, welcoming community, urging people to embrace an ideal of human brotherhood that transcends language and ethnic lines. It’s an opinion that’s put him at odds with many in Quebec, including most of his current teammates.

 

In recent years, Voyageur’s typical cheerfulness has been tinged with melancholy, as he realizes he’s well past his shelf life as a superhero and has no idea how to get out gracefully. It’s a conflict that’s going too get harder in the future. He’s spending more time in the astral plane these days, as he doesn’t feel his physical limitations there.

 

Voyageur’s archenemy is Punition. They’ve battled numerous times, and there’s absolutely no bond of respect between them. Punition would love to be the man who ends Voyageur’s career, and if Voyageur dies, so much the better...

 

Quote: "Life is a voyage that one must free to enjoy to its forest. How unfortunate that your voyage will take you

 

Powers/Tactics: Voyageur is a “psychic voyageur.” He can use clairvoyance to travel in his astral form and wander around to gather information. The separation of mind and body has also led to the development of mind over matter techniques that express themselves as telekinesis. The most unusual of his telekinetic abilities is the “psychic force wave” (his NND) where he sends a ripple of telekinetic force through someone, making them queasy without actually damaging them.

 

He has a side effect to his Clairsentience that’s written as a physical limitation: he sees time periods overlapping with the present and reacts to them (e.g. he’ll see a 1930s car parked in a parking space and drive around it). He has no control over his “lateral vision” and while he usually can separate past from present, sometimes he’ll forget and try to strike up a conversation, or rescue someone who doesn’t exist. (This is particularly problematic when he’s seeing only a few years into the past).

 

Voyageur serves as a scout and a second rank combatant in Les Esprits Guardiens. He typically stays about twenty meters back from a fight and attacks at range, usually with his permeable telekinesis power, or his telekinetic blades against someone who’s particularly tough.

 

[Campaign Use: To adjust Voyageur’s powers for a lower powered game, reduce his defenses to 20, his SPD to 4,, his blades to a 3d6 RKA, his Telekinesis to 30 STR, and his NND to 5d6. To increase them for a higher point campaign (or to represent Voyageur in his prime, during the 1970s and early 1980s), increase his defenses to 28, raise his SPD to 6, and add some PSLs vs. range penalties (his vision has gotten worse over the years).

 

Voyageur doesn’t hunt or watch people —he’s too busy wandering in the astral plane for that sort of thing— except as a favor to Le Fort.

 

Appearance: Voyageur appears to be a scraggily man in his late 50s, wearing the fur costume of an eighteenth-century voyageur (explorer) from New France. He’s 5’11” tall with a scruffy grey beard, long, scraggly hair, and bright green eyes.

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Re: CotN Outtakes

 

One thing long missing from past Champions treatments of Canada has been a distinctively ;) French-Canadian superhero contingent. This fills that lack admirably. :thumbup:

 

You know, COTN really wasn't that big a book. I'm surprised more of this stuff wasn't included. But of course I'm not in on the behind-the-scenes decisions.

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Re: CotN Outtakes

 

I completely missed the COMET = "power rangers" thing. (That's because I'm an out-of-touch old man. What do you mean they have forward passes in football now?)

But these here Esprits Guardiens are tres chic. They really capture what's important about the two solitudes, at least for broad strokes comic purposes. I especially like Voyageur's writeup as a look into the Quebecois malaise. I bet by now he has a devout Muslim Algerian-Canadian sidekick and is agonising over that, too!

They're also very nice writeups, especially Surcheval. Le Fort, although he has a good background, is a little too like Landsman for my dollar. (I should be so critical. We all repeat ourselves a little too easily in the modern day of word processors.)

But, tabernac, are they underpowered compared with the CU:NOTW writeups! Which is, again, to be expected. I'm comparing an internally consistent gallery of characters from one designer to another. I'd prefer it if Le Fort were not so utterly overmatched by a two-bit thug like Graniteman. I know that I can fix him, but somehow that doesn't seem the same as the "official" character.

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Re: CotN Outtakes

 

One thing long missing from past Champions treatments of Canada has been a distinctively ;) French-Canadian superhero contingent. This fills that lack admirably. :thumbup:

 

You know, COTN really wasn't that big a book. I'm surprised more of this stuff wasn't included. But of course I'm not in on the behind-the-scenes decisions.

 

I think Steve didn't want the book to be overloaded with NPC heroes, and I certainly can't argue that point. By and large, I'm really happy with the editing on the book, and with the final result in general.

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