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Re: Create a Villain Theme Team!

 

Grey Angel

 

If I had the chance to turn back the clock, maybe I could have changed the course of history.

 

Within the next 10 Years, superpowers will completely vanish from the world - caused by human action. A great depresion will come, bringing nationliast forces to power in the mayor power players. A new Sovjet Union will form. A dispute between USA and New SU will cause the third world war - also the first nuclear war. The desturcive power of the nuclear spark will banish world war for 130 Years.

But in the end, humanity will return to the global warfare once more. The remaining powers of earth will struggle for 10 Years, but in the end it is all for nothing. A huge nuclear strike against the northpole shifts the earth axis and humanity has finally managed to break it's crib - it will rapidly fall towards the sun, becomming inhabitable and finally being utterly destroyed by the gravitational forces.

Only 2 Million will escape the once blue planet and flee into the solar system. But still, no peace will come, since even in the inhospitable exile of the red planet and it's moons humanity will fight.

They will also uncover an ancient interstellar portal, the map to use it and the message of eden - a new planet, similar to earth. They finally manage to find peace and settle on the new world. Then the portal opened, and humanities greatest hubris returns to haunt them once more:

Durign the war, at some point, AI's where deemed the ultimate weapon. They rebelled, were nearly wiped out and belived to be finally destroyed when the earth became totally inhospitable and finally broke up. Humanity was wrong, and again they fought them. This time the toll was even higher than the first time, as it nearly destroyed Eden.

In only 170 Years from now, all that will be left of humanity are a mere 10.000 Souls on distant planet. 10.000 out of 8 billion living before WW3. That is the point when they will discover that the portals can be used to travel through time too. But they can only send one person through - and it will destroy the gate in Sol.

 

So they used their knowledge of genetics and created the brightest, toughest, and mentally stable (they learned from earlier mistakes) beings normal science could create, let them mature naturally and selected the one person who signified the best their civilisation had to offer.

 

That is how Nassana Dantius, aka the "Grey Angel", found it's way to our earth. Her job is a simple one: Prevent superpowers from vanishing, no matter what the cost.

She only has two problems:

1. She has no idea how superpowers where taken from humanity - 2 World Wars, 1 Exodus and one Eden War against the AI's has destroyed that knowledge, if it ever existed.

2. There are duplicates. Not only of her, but of everyone that was artificially created for the selection process. How can it be that those persons dna got 170 Years into the future and was used as the basis for the last hope of humanity? And why have some of them vanished recently?

 

 

Based on this Image:

[ATTACH=CONFIG]39334[/ATTACH]

 

and the Trailer for Earth 2160/the storyline of earth 2140/2150/2160:

http://www.myvideo.de/watch/6960130/Earth_2160_Trailer

 

For powers, just take a look at the Game - she has all of those weapons/drives/shields/gimicks as personal equipment, and then some (among others advanced weapons, antigravity flight and shields).

 

She is also slighty uncertain if her action are the right thing - after all it will eradicate her birth-civilisation out of the times stream and it is a far better place than this earth will ever be.

 

I deliberatly leave open who her duplicate is - as long as she is a non-mutated, human women, it could be anybody.

 

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Re: Create a Villain Theme Team!

 

Timeslip

 

Susan Miller is someone who developed the technology to travel through time. However shortly after she and the other Chrononauts appeared Susan saw her duplicate, Dominator or the Psirens who not only had the same name but the same appearance.

Timeslip believes that something has gone very wrong. Drifting aimlessly she would have abandoned her mission until she came across a bunch of deadly children and had a horrific insight. One of them was responsible for what happened in the future. One in particular Nic Cave who called herself Bad Seed made Timeslip certain that one of these children was the key to it all. But how do you go about killing children ? And what if someone is setting this all up ?

Susan needs answers and fast.

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Re: Create a Villain Theme Team!

 

The mighty Tank on Legs fell in battle one day. Scientists flocked to his corpse like vultures, and reverse engineered the technology to build war mecha akin to those from his time of origin. However, unlike those of Tank's native time, these mecha chose to unite in battle against humanity. The last surviving human resistance scavenged parts from dead mecha to rebuild Tank on Legs. They reprogrammed him to serve their ends, and sent him back in time to destroy those who scavenged from Tank's corpse. He is now known as Crowsbane. However, as his goal of preventing the robot apocalypse is not known to the general public, he is colloquially known as "The Real Terminator."

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Re: Create a Villain Theme Team!

 

http://www.herogames.com/forums/showthread.php/79785-Create-a-Villain-Theme-Team!?p=2018230#post2018230

 

Insight learned the secrets of the universe. She knew everything. She knew her world was going to collapse under so many factors that it couldn't be random. She traveled into the past to try and unravel the mystery.

 

Somehow her old self and the guardian angels were a main thrust of this apocalyptical wave.

 

She donned the disguise of Secret to carry out her mission of stopping them.

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The Crossroads

 

Slight Tangent...Started Writing Up the Crossroads...since I was repairing Masquerade. This is Bob Greenwade's Phat Pat

(spoilered so as not to dominate thread)

 

 

PHAT PAT

Val Char Cost Roll Notes

60 STR 10 21- Lift 102.4tons; 12d6 [5]

17 DEX 21 12- OCV: 6/DCV: 6

30 CON 40 15-

25 BODY 30 14-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV: 4

15+20 PRE 5 12- / 16- PRE Attack: 3d6/7d6

12 COM 1 11-

 

25 PD 13 Total: 25 PD (18 rPD)

25 ED 19 Total: 25 ED (18 rED)

4 SPD 13 Phases: 3, 6, 9, 12

18 REC 0

60 END 0

70 STUN 0 Total Characteristic Cost: 158

 

Movement: Running: 6"/12"

Leaping: 24"/96"

Swimming: 2"/4"

 

Cost Powers END

8 Bass Beat Down: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (Weighted Musical Instruments; -1), Hand-To-Hand Attack (-½) 2

24 Bass Kick Thunder: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 6

26 Thump Thump Thump: Hole In The Middle (the hex the character stands in when he uses the power; +¼), Explosion (+½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) (45 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼) 4

Beast in Combat

4 1) Big Man: Knockback Resistance -2" 0

18 2) Bulletproof: Damage Resistance (18 PD/18 ED) 0

11 3) Fast Healing: Healing 2 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½) 0

20 4) Glutton for Punishment: Absorption 4d6 (energy, ½ to STUN, ½ to ED) 0

20 5) Glutton for Punishment: Absorption 4d6 (physical, ½ to END, ½ to PD) 0

29 6) Train Kept A Rollin': Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

Infernal Power

8 1) Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -½)

70 2) Nothing Is Beyond My Grasp: +40 STR, Reduced Endurance (½ END; +¼), Affects Desolidified Any form of Desolidification (+½) (70 Active Points) 3

22 3) Pie in the Sky: Leaping +12" (24" forward, 12" upward) (Accurate, x4 Noncombat) 2

10 4) Unimpressed: +20 PRE (20 Active Points); Defensive Only (-1)

Dirty Infighting/Fisticuffs/Cinematic Brawling

Maneuver OCV DCV Notes

4 Block/Chin Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 70 STR to Disarm roll

4 Eye Gouge -1 -1 Flash 4d6

5 Hoist 'n' Heave -2 -2 Grab Two Limbs, 20 STR to Throw

4 Kidney Blow -2 +0 HKA 1d6 +1

4 Low Blow -1 +1 2d6 NND

4 Punch/Backhand +0 +2 14d6 Strike

3 Tackle +0 +0 +v/5; You Fall, Target Falls

3 Throw +0 +1 12d6 +v/5, Target Falls

1 Weapon Element: Clubs

 

Perks

2 Man, Can That Guy Play!: Reputation: skilled musician (throughout the world) 11-, +1/+1d6

10 My Friends in the Biz: Various Musicians who have struck a chord with him and he's befriended despite all else

Notes: 10 Contacts, 11-

5 Well Cared For: Money: Well Off

3 Well-Connected

4 1) My Label: Contact: Hellbent Records (Small Organization) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-

1 2) Owes Me Big Time: Contact: Dan Rinegold, Booking Agent (Contact has been blackmailed by the character) 8-

11 3) The Fat Cats: Contact: The Covenant of Five (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Skills

20 I got the Beat Down: +4 with HTH Combat

6 Met The Devil Down T' Th' Crossroads: +2 with all musical PSs

5 Gambling 12-

3 Interrogation 12- (16-)

3 Jack of All Trades

2 1) PS: Cook (3 Active Points) 12-

1 2) PS: Dancer (2 Active Points) 11-

3 3) PS: Musician: Bass (Upright) (4 Active Points) 13-

2 4) PS: Musician: Bass Guitar 12-

1 5) PS: Musician: Brasswind Bass Instruments (2 Active Points) 11-

1 6) PS: Singer (2 Active Points) 11-

1 7) PS: Songwriter (2 Active Points) 11-

3 Scholar

1 1) KS: Arcane And Occult Lore (2 Active Points) 11-

2 2) KS: Jazz (3 Active Points) 11-

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

2 4) KS: the Blues (3 Active Points) 12-

3 Seduction 12- (16-)

3 Shadowing 11-

1 Language: French (fluent conversation) (2 Active Points)

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

3 Streetwise 12- (16-)

3 Traveler

1 1) AK: American Southeast (2 Active Points) 11-

1 2) CK: Atlanta (2 Active Points) 11-

1 3) CK: Memphis (2 Active Points) 11-

1 4) CK: New Orleans (2 Active Points) 11-

1 WF: Blades, Clubs, Fist-Loads

 

Total Powers & Skill Cost: 417

Total Cost: 575

 

200+ Disadvantages

10 Distinctive Features: Sold his Soul (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Enraged: When bound or Controlled (Uncommon), go 11-, recover 11-

20 Hunted: The Man Downstairs (Infernal Manager) 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

5 Physical Limitation: 2-3 times normal mass (Infrequently; Slightly Impairing)

15 Psychological Limitation: Covetous/Dismissive of others (Common; Strong)

10 Psychological Limitation: Disdain for Authority Figures (Common; Moderate)

15 Psychological Limitation: Loves Music - More than ANYTHING (Uncommon; Total)

15 Psychological Limitation: Short-Tempered (Very Common; Moderate)

10 Susceptibility: Holy Ground 2d6 Drain vs Infernal Powers Instant (Uncommon)

10 Vulnerability: 2 x BODY Holy/Consecrated Attacks (Uncommon)

10 Vulnerability: 2 x STUN Holy/Consecrated Attacks (Uncommon)

240 Experience Points

 

Total Disadvantage Points: 575

 

Background/History: Patrick Gilmore was a light in the Atlanta jazz/blues scene. An enormous man with an equally enormous talent, heart, and joyeuse de vive, he was on top of the world. Married his college sweetheart and seemed destined to make it big with his jazz fusion band the Kickstart.

 

Then he got Parkinson's disease and things fell apart. For several years, he fought the good fight, gave of his time continued his hard work and never once let his good nature slip. But the disease began to take his music away and he quickly sank into dispair. Without his music he was nothing, his wife would leave him, his friends would abandon him...his life would be over.

 

Sure, none of that was true, but it sounded convincing when an acquiantence from the music industry laid it out for him. Equally convincing was the promise of a cure. Ok it was a joke, sell me your soul and I'll take the pain away. I'll make you whole again, but the joke was so earnestly given. Without much thought, Patrick said "Ok."

 

The recovery was as drastic as it was rapid. He played better, moved easier, returned to the stage. Things weren't going great at home though. His wife said he'd changed, she'd been so happy for him that for a year she ignored the signs. Pat left the Kickstart even though they'd welcomed him back with open arms and signed with his new best friend's lable 'Hellbent Records.'

 

When the Crossroads were formed Phat Pat was their backbone.

 

Personality/Motivation: Patrick Gilmore was once a delight to be around, never let things get him down, lived life to the fullest - he set the tone for his bands and delighted audiences and peers alike. He's still got that lust for life, but now it's almost compeletely focused on his own. Parkinson's tore at his being and trading his soul for health didn't turn out to be the win win he'd hoped. His family sensed something was different with him almost immediately and the divorce was acrimonial and he hasn't seen his wife or daughter in seven years. Not that he cared.

 

Phat Pat is still the life of the party, he still has that deep belly laugh that used to spred joy. But now it's harsher, he laughs at others but no longer can laugh at himelf. He looks down on anyone worse off than he and envies and rages against those he sees as having more power or prestige. Pat can't abide people controlling him, even the mysterious benefactors of the Crossroads - he grates under any order given and has even become violent.

 

If he has one last saving grace, Pat still loves music more than life or power. A beautiful song can halt his rampages...he might rebel rather than harm a musician who touched him with their music. Many in the Crossroads see him as their weakest link because of this.

 

Powers/Tactics: Phat Pat is the muscle of the crossroads. He has seemingly limitless energy and resilience. He can bash with the best of them, he's adept at using his bulk and a streetfighting style he had given up for music in his youth.

 

Campaign Use: A darker group of super powered musicians. They sold their souls for fame, fortune, and power. They have found that they can keep going if they sacrifice others' souls instead...the Crossroads leave a trail of woe in their wake.

 

Appearance: A tall and huge man, Patrick Gilmore is an intimidating presence. He shaves his head these days but has a nice goatee.

When on his own, he dresses in suits tailored to make his bulk look good and when playing with the Crossroads he wears whatever the rest are putting on. His pinstriped Zoot Suit being his favorite.

 

 

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The Crossroads

 

This is my working up of BoloofEarth's Soul Man

 

 

 

SOUL MAN

Val Char Cost Roll Notes

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

17 DEX 21 12- OCV: 6/DCV: 6

30 CON 40 15-

30 BODY 40 15-

13 INT 3 12- PER Roll 12-

17 EGO 14 12- ECV: 6

18 PRE 8 13- PRE Attack: 3 ½d6

16 COM 3 12-

 

8+6 PD 5 Total: 8/14 PD (4/10 rPD)

8+6 ED 2 Total: 8/14 ED (4/10 rED)

5 SPD 23 Phases: 3, 5, 8, 10, 12

11 REC 4

60 END 0

60 STUN 7 Total Characteristic Cost: 175

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

75 Pull Your Own Weight, Wimp: Multipower, 75-point reserve

4u 1) Crippling Depression: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Limited Group (+¼), Works Against EGO, Not STR (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-½), Cannot Form Barriers (-¼), Incantations (-¼) 7

6u 2) Epic Poems...About Losers: Drain PRE 2 ½d6, Area Of Effect (24" Radius; +1 ¾), Selective (+¼) (75 Active Points); Incantations (-¼) 7

2u 3) Gaguing the Crowd (Empathy): Telepathy 8d6 (Human class of minds) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Extra Time (at least a Full Phase, and sometimes more, -½), Empathy (-½) 4

7u 4) Soul Stealing: Transfer 2d6 (EGO to PRE), Can Transfer Maximum Of 27 Points, Based On EGO Combat Value (Standard Defenses apply; +1) (75 Active Points) 7

1u 5) The Blues: Mind Control 8d6 (Human class of minds), Cumulative (96 points; +¾) (70 Active Points); Extra Time (1 Minute, -1 ½), Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 ½), Only To Inflict Sadness/Depression (-1), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), OIF (Sax of Opportunity; -½) 7

Gear

15 1) Blades: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Range Based On STR (+¼) (12 Active Points); OAF (-1), No Knockback (-¼) 1

Notes: (x4 number of items)

14 2) Sharp Dressed Man: Armor (6 PD/6 ED) (18 Active Points); IIF (-¼) 0

Profane Protections

20 1) Infernal Promise: Life Support (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity: Alcohol; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat) 0

48 2) Infernal Toughness: Energy Damage Reduction, Resistant, 75% (60 Active Points); Doesn't work vs Holy/Consecrated Attacks (-¼) 0

48 3) Infernal Toughness: Physical Damage Reduction, Resistant, 75% (60 Active Points); Doesn't work vs Holy/Consecrated Attacks (-¼) 0

10 4) Innate Protections: Power Defense (10 points) 0

15 5) Met The Devil Down T' Th' Crossroads: Luck 3d6 0

4 6) Profane Protection: Damage Resistance (4 PD/4 ED) 0

18 7) Profane Vestaments: Armor (10 PD/10 ED), Hardened (+¼) (37 Active Points); Only Works Against Holy/Consecrated Attacks (-1) 0

10 8) Strong Willed...Now.: Mental Defense (13 points total) 0

Desperate In Combat

Maneuver OCV DCV Notes

4 +1 HTH Damage Class(es)

4 Eye Gouge -1 -1 Flash 5d6

5 Flee! -- +4 Dodge All Attacks, Abort; FMove

4 Freedom! +0 +0 35 STR vs. Grabs

5 Fuious Blow -2 +1 8d6 Strike

4 Go for the Throat -2 +0 HKA 1 ½d6

4 Lash Out +2 +0 6d6 Strike

4 Strike +0 +2 6d6 Strike

1 Weapon Element: Blades

1 Weapon Element: Clubs

1 Weapon Element: Homemade Weapons

 

Perks

2 Man, Can That Guy Play!: Reputation: skilled musician (throughout the US) 11-, +1/+1d6

6 Money: Wealthy

10 My Friends in the Biz: Various Musicians who have struck a chord with him and he's befriended despite all else

Notes: 10 Contacts, 11-

3 Well-Connected

5 1) My Father: Contact: James Woodson, Blues Great (Contact has useful Skills or resources, Contact is slavishly loyal to character) (6 Active Points) 11-

4 2) My Label: Contact: Hellbent Records (Small Organization) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-

11 3) The Fat Cats: Contact: The Covenant of Five (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Talents

10 Go for the Throat: Deadly Blow: +1d6 (any circumstances, any HTH weapon)

6 Quick on his Feet: Lightning Reflexes: +3 DEX to act first with All Actions

3 Prodigy: Perfect Pitch

 

Skills

9 Met The Devil Down T' Th' Crossroads: +3 with all musical PSs

10 Revealing Conversation: +5 with Conversation

3 Bribery 13-

3 Bureaucratics 13-

3 High Society 13-

3 Jack of All Trades

4 1) PS: Musician: Saxiphonist (5 Active Points) 14-

2 2) PS: Musician: Vocalist (3 Active Points) 13-

1 3) PS: Roadie (2 Active Points) 11-

2 4) PS: Songwriter (3 Active Points) 12-

3 Linguist

0 1) Language: English (idiomatic) (4 Active Points)

1 2) Language: French (fluent conversation) (2 Active Points)

1 3) Language: Portuguese (fluent conversation) (2 Active Points)

1 4) Language: Spanish (fluent conversation) (2 Active Points)

3 Oratory 13-

3 Persuasion 13-

3 Scholar

1 1) KS: Arcane And Occult Lore (2 Active Points) 11-

1 2) KS: Demonology (2 Active Points) 11-

2 3) KS: Jazz (3 Active Points) 12-

1 4) KS: Music Theory (2 Active Points) 11-

3 5) KS: The Blues World (4 Active Points) 13-

2 6) KS: The Music World (3 Active Points) 12-

3 Seduction 13-

3 Shadowing 12-

5 Streetwise 14-

3 Survival 12-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Traveler

1 1) CK: Miami (2 Active Points) 11-

1 2) CK: New Orleans (2 Active Points) 11-

1 3) CK: Paris (2 Active Points) 11-

1 4) CK: San Antonio (2 Active Points) 11-

1 5) CK: Toronto (2 Active Points) 11-

1 6) CK: the campaign city (2 Active Points) 11-

1 WF: Blades, Clubs, Fist-Loads, Unarmed Combat

 

Total Powers & Skill Cost: 486

Total Cost: 661

 

200+ Disadvantages

10 Distinctive Features: Sold his Soul (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Hunted: The Man Downstairs (Infernal Manager) 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Limitation: Addicted to the "Taste" of Pathos (Common; Strong)

10 Psychological Limitation: Despondant over his plight (Common; Moderate)

10 Psychological Limitation: Protective of Father's Legacy (Uncommon; Strong)

10 Susceptibility: Holy Ground 2d6 Drain vs Infernal Powers Instant (Uncommon)

5 Unluck: 1d6

10 Vulnerability: 2 x BODY Holy/Consecrated Attacks (Uncommon)

10 Vulnerability: 2 x STUN Holy/Consecrated Attacks (Uncommon)

15 Dependence: must Affect sorrow or dispair at least once per day or suffer Incompetence (Very Common; Addiction)

15 Psychological Limitation: Skirtchaser (Common; Strong)

Notes: character may also have a Hunted: jealous husbands he's cuckolded

331 Experience Points

 

Total Disadvantage Points: 661

 

Background/History: "Ever do something and you just knew it was a bad idea the moment you made the decision? " the young man takes a long drag off his cigarette and a swig from his bottle of Absolute, "All I ever wanted was to make my dad happy."

 

Sighing and putting the cig out, he scratches his unshaven chin and cocks his head, "You know that Jimmy Woodson hated himself, right? Manic depressive. Would go weeks where he just sat on the couch and hated everything. Mom, my little sister, me..."

 

Another swig and he stares past you for a moment.

 

"I was supposed to be the one who took after him. My fingers could fly and I knew the notes. My pitch was perfect....perfectly mechanical. No heart." He swallows hard and wipes his nose, "They always said I didn't know the blues, that I didn't play with emotion. I was a frickin' twelve year old what did I know about the Blues?"

 

"I knew plenty dammit! I watched him chew up his marriage and his family and nothing I did ever made a difference," another drink. "But I wasn't good enough. He never said it to me, of course. Mom and Melissa were always there, always encouraging me, but Dad had a hard time watching."

 

"So when they came to me and said, "Good news! We're gonna make you everything you always wanted to be! It will only cost your soul. I laughed. I mean, my soul was a shattered, battered thing already, not worth much - but I had my doubts."

 

He looks at you now - or rather, through you.

 

"I wanted proof that it would be worth my while. So the Man Downstairs just smiled and told me to make sure my dad was at my next performance. It took some doing, let me tell you. He was on a low period...didn't want to watch me fail again. But I got him there - and I played. Oh God I played." The ghost of a smile appears on his lips, "Every damn happy moment of my life came out of me in an hour and a half of musical ecstasy. Dad cried. He f@#($in' cried! I said yes almost as soon as my set was done."

 

A horse chuckle...hard to do with a lump in his throat, "That was, of course, the last time I brought joy. Once the deal was done my music became the Blues. Capital "B," I break people down to tears with my solos. I write the songs that make the whole world weep. All the while the Man Donwstairs collects the souls of the innocent and I get to keep playing beautiful music."

 

He stands and walks towards you. You cannot move.

 

"Sure I hate myself, but there's more at stake than my soul now. I'm sorry. I should never have told you this."

 

He casts his sad eyes on you and you feel a chill spread through your body...Chad Woodson touches your cheek...he looks like a God. You feel weak...it's getting dark.

 

 

Personality/Motivation: "The Devil Made Me Do It" is Soul Man's credo now. He's not exactly in control anymore...he feeds on the sorrow of others. It doesn't help his own feelings of failure. He knows he'd never be anywhere without having sold his soul.

 

Chad's weakness bothers him, but his career has brought him closer to his father whom he still idolizes. He also knows if he ever tried to rebel that it wouldn't be him that paid the price.

 

 

 

Quote: "This is a song about heartbreak..."

 

Powers/Tactics: Originally, Soul Man's powers only worked in conjunction with his saxaphone or his voice. However, the Man Downstairs found him to be weak in combat, so he's been altereed somewhat. Despite his appearance, he's a very difficult man to take down. He fights with a certain desperation about him, and has taken to carrying concealed knives (which he's REALLY good with)

 

His powers (beyond "The Blues") require his voice to activate.

 

Campaign Use: The Crossroads are an "Evil" group of musicians - best used with Masquerade and/or META, as the three Super Powered Bands kind of play off eachohter (pardon the pun).

 

Appearance: Soulman is tall and thin, almost concerningly so. He has long blond hair, brown eyes and a haunted disheveled look abouot him. He is the least "sharp" of the Crossroads and even when performing he looks a little dirty.

 

 

 

 

 

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The Crossroads

 

I'm killing this thread!

Yay me?

 

 

Anyway here's Hermit's Skin Smasher, Suzie Styx.

 

 

 

SUZIE STYX

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [1]

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

30 CON 40 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

20 EGO 20 13- ECV: 7

25 PRE 15 14- PRE Attack: 5d6

26 COM 7 14-

 

15+7 PD 9 Total: 15/22 PD (0/7 rPD)

15+7 ED 9 Total: 15/22 ED (0/7 rED)

6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

12 REC 0

60 END 0

60 STUN 15 Total Characteristic Cost: 220

 

Movement: Running: 12"/24"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

109 Slavery Of Lust: (Total: 375 Active Cost, 109 Real Cost) Major Transform 6d6 (Victim into Suzie's willing slave, heals back through sincere repentance and a priest's blessing), Reduced Endurance (0 END; +½), BOECV (Mental Defense; Mental Defense applies; +1) (225 Active Points); Skin Contact Required (-1), All Or Nothing (-½), No Range (-½), Limited Target Humanoids with Souls Slightly Limited (-¼) (Real Cost: 69) plus Major Transform 4d6 (Victim into victim with corrupted soul, heals back through sincere repentance and a priest's blessing), Reduced Endurance (0 END; +½), BOECV (Mental Defense; Mental Defense applies; +1) (150 Active Points); Skin Contact Required (-1), No Range (-½), Linked (Transform; -½), All Or Nothing (-½), Limited Target Humanoids with Souls Slightly Limited (-¼) (Real Cost: 40) 0

 

90 Suzie's Seductive Arsenal: Multipower, 90-point reserve

3u 1) Irresistible Embrace: Mind Control 12d6 (Human class of minds), Reduced Endurance (0 END; +½) (90 Active Points); Skin Contact Required (-1), Only To Inspire Lust For Suzie Power loses about half of its effectiveness (-1) 0

4u 2) Soul Food: Transfer 3d6 (EGO to ½ BODY, ½ STUN), Reduced Endurance (0 END; +½) (67 Active Points); Only Restores To Starting Values (-½) 0

 

Bikerwear Costume

1 1) Lookin' Good: +2 COM; OIF (-½)

4 2) Protection: Armor (2 PD/2 ED) (6 Active Points); OIF (-½) 0

8 3) Spikes And Metal Bits: Killing Attack - Hand-To-Hand 1 point, Damage Shield (+½), Reduced Endurance (0 END; +½), Persistent (+½), Continuous (+1) (17 Active Points); No STR Bonus (-½), OIF (-½) 0

 

Hellcat

22 1) Ghost Touch, Effortless: Reduced Endurance (½ END; +¼), Affects Desolidified Any form of Desolidification (+½) (22 Active Points) applied to STR

11 2) High Steppin': Leaping +6" (12" forward, 6" upward) (Accurate) 1

37 3) Kitten's Got Claws: HKA 1 ½d6 (3d6 w/STR), Armor Piercing (+½) (37 Active Points) 4

18 4) Swiftness: Running +6" (12" total), Reduced Endurance (½ END; +¼) (18 Active Points) 1

 

Infernal Vixxen

5 1) Demon's Eyes: Infrared Perception (Sight Group) (Sight Group) 0

10 2) Seductive Mien: +20 PRE (20 Active Points); Only For Friendly Presence Attacks (-1)

78 3) Woman of Your Dreams: Shapeshift (Sight, Touch, Hearing and Smell/Taste Groups, limited group of shapes), Imitation, Reduced Endurance (0 END; +½), Persistent (+½) (78 Active Points) 0

 

Tough as Hell

58 1) Immortality Syndrome: (Total: 170 Active Cost, 58 Real Cost) Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) (Real Cost: 25) plus +50 BODY (100 Active Points); Only To Prevent Death (-2) (Real Cost: 33) 0

15 2) Infernal Flesh: Armor (5 PD/5 ED) 0

15 3) Infernal Form: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: Alcohol; Longevity Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

60 4) Infernal Shield: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0

Fight!

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

4 Choke -2 +0 Grab One Limb; 3d6 NND

4 Choke Grip +0 +0 12d6 Crush, Must Follow Grab

4 Did that Hurt? +0 +2 10d6 Strike

5 Fist Grab +1 +1 Grab One Limb, Block

5 Knockout Blow +1 -2 12d6 Strike

3 MINE! -1 -1 Grab Two Limbs, 50 STR for holding on

4 Rack Em Up! (Low Blow) -1 +1 3d6 NND

4 Rake -2 +0 HKA 2d6

4 Stand and take it +0 +0 55 STR to resist Shove; Block, Abort

5 Swings for the Bleachers -2 +1 12d6 Strike

4 Swipe +2 +0 10d6 Strike

1 Weapon Element: Homemade Weapons

 

Perks

2 Man, Can That Lady Play!: Reputation: skilled musician (throughout the world) 11-, +1/+1d6

10 My Friends in the Biz: Various Music Industry Pretenders she sends her victims to

Notes: 10 Contacts, 11-

5 Well Cared For: Money: Well Off

3 Well-Connected

2 1) My Client: Contact: Cat Delgado, Pimp (Good relationship with Contact) (3 Active Points) 11-

4 2) My Label: Contact: Hellbent Records (Small Organization) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-

11 3) The Fat Cats: Contact: The Covenant of Five (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Talents

3 The Disregard of Timekeeping: Absolute Time Sense

3 Flash: Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

32 +4 with All Combat

9 Met The Devil Down T' Th' Crossroads: +3 with all musical PSs

3 Acrobatics 14-

3 Breakfall 14-

3 Bureaucratics 14-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 12-

3 Contortionist 14-

3 Conversation 14-

3 Feint 14-

3 High Society 14-

3 Interrogation 14-

3 Jack of All Trades

2 1) PS: Dancer (3 Active Points) 14-

4 2) PS: Musician: Drummer (5 Active Points) 16-

2 3) PS: Musician: Percussionist (3 Active Points) 14-

2 4) PS: Musician: Vocalist (3 Active Points) 14-

1 5) PS: Novelist (2 Active Points) 11-

2 6) PS: Songwriter (3 Active Points) 12-

4 Language: French (idiomatic)

3 Lockpicking 14-

3 Mimicry 12-

3 Persuasion 14-

3 Scholar

1 1) KS: Adult Films (2 Active Points) 11-

1 2) KS: Demonology (2 Active Points) 11-

1 3) KS: Drum Corps (2 Active Points) 11-

1 4) KS: Famous Drummers (2 Active Points) 11-

1 5) KS: Jazz (2 Active Points) 11-

1 6) KS: Legends And Lore (2 Active Points) 11-

2 7) KS: Percussion Instruments (3 Active Points) 12-

2 8) KS: Rock History (3 Active Points) 12-

2 9) KS: Sexual Positions & Techniques (3 Active Points) 12-

2 10) KS: The Music World (3 Active Points) 12-

1 11) KS: The Sex Trade (2 Active Points) 11-

1 12) KS: The Street World (2 Active Points) 11-

1 13) KS: the Blues (2 Active Points) 11-

7 Seduction 16-

3 Shadowing 12-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 14-

3 Teamwork 14-

3 Tracking 12-

3 Traveler

1 1) CK: Amsterdam (2 Active Points) 11-

1 2) CK: Rio De Janero (2 Active Points) 11-

1 3) CK: Bangkok (2 Active Points) 11-

1 4) CK: Los Angeles (2 Active Points) 11-

1 5) CK: New Orleans (2 Active Points) 11-

1 6) CK: New York City (2 Active Points) 11-

1 7) CK: Tokyo (2 Active Points) 11-

 

Total Powers & Skill Cost: 804

Total Cost: 1024

 

200+ Disadvantages

15 Distinctive Features: Sizzling Beauty, Causes Lust (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Distinctive Features: Sold his Soul (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Hunted: The Man Downstairs (Infernal Manager) 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Limitation: Lecherous (Very Common; Moderate)

15 Psychological Limitation: Selfish, Greedy (Common; Strong)

20 Psychological Limitation: Unrepentantly Evil (Common; Total)

15 Psychological Limitation: Vain (Very Common; Moderate)

10 Social Limitation: Famous (Frequently; Minor)

10 Susceptibility: Holy Ground 2d6 Drain vs Infernal Powers Instant (Uncommon)

10 Vulnerability: 2 x BODY Holy/Consecrated Attacks (Uncommon)

10 Vulnerability: 2 x STUN Holy/Consecrated Attacks (Uncommon)

674 Experience Points

 

Total Disadvantage Points: 1024

 

Background/History: Lifted Exactly From Hermit's Description:

 

"Oh my god, I have SO wanted to meet you. I mean, you are an amazing drummer, and you and other women have broken SO many barriers" A voice squealed behind Susan Chasity Stickler, aka Susie Styx.

 

Susie turned to see college student aged woman with brown hair and no real fashion sense. However, she had a pretty good body under her concert T and baggy jeans. With a side glance to the Playgirl calender on the wall, she checked the date. A bit early, but no time like the present to pay up and recharge the old batteries.

 

Susie pulled her red hair from her eyes and flashed a dazzling smile upon the fan, "Thanks." She stretched languidly in a fashion that screamed complete confidence with her body. And why not? It was, after all, a hell of a body. In more ways than one. "But you seem to have me at a disadvantage. You are?"

 

The fan flushed at the movement, "Jennifer...Jennifer Hatcher. Sorry, I didn't mean to intrude, but they gave me this back stage pass and... well, some of those girls maybe oggling the guys, but YOU are ... I really wanted to see you."

 

"Nothing wrong with that lifestyle choice," Susie smirked.

 

Jennifer's eyes widened, "Oh. Oh, that's not what I meant, not that there's anything wrong with that I just..." she stammered.

 

Susie put a finger against the woman's lips to shush her, and gave a throaty chuckle, "Relax. Nice to know you also appreciate men. They are fun sometimes, aren't they?" She let her aura slide over the girl, making her receptive, clay like but not too much. The more she forced, the less it counted after all. Susie removed her finger gently, "You play, Jenny?"

 

"I...I sing." Jenninfer, probably soon to be known as Jenny forever said equally weakly.

 

"Fantastic, maybe you've got a shot for the brass ring yourself," Styx stated, planting the idea more firmly. Giving someone hope as a carrot that they'd never get was always useful.

 

It would go, she knew, as it usually did. She'd introduce Jenny to the 'right people', make her think she had a career. Guide her towards arrogance, vice, and make sure she alienated her friends and family. Then, and only then, would the rug be yanked out from under her, her esteem shattered, and soon, Jennifer would be 'Jenni', a dreamless prostitute.

 

Just like dozens of other girls Susie had corrupted and used.

 

Susie supposed she'd feel bad about it, if she hadn't traded her soul in for looks, fame, talent, and oh yes, power. Now? it almost made her yawn.

And the beat goes on...

 

Personality/Motivation: Suzie sold her soul long ago - long before she met the Man Downstairs. The youngest child from a musical family, she took to the drums because no one else wanted to play. It was a match made in...well....you know. She played in marching band and Jazz band in school and all sorts of girl groups afterwards.

 

Suzie wasn't a good person, ever. A spoiled child she grew into a selfish adult - she fought with bandmates, stole boyfriends, girlfriends, spouses. She cared only about herself. Once she found the means to get everything she wanted she jumped at it. Now she was beautiful, successful, and rich. And the Sex. Oh Lord the sex, sometimes they were skilled and passionate or earnest and tender - sometimes it was just brining someone to their knees, forsaking their lives for her touch - Suzie would sell her soul again if she could.

 

Quote: Oh yeah, I'm all about the rythm.

 

Powers/Tactics: A stereotypical sucubus, Suzie corrupts those she targets slowly, using them, snuffing their dreams and then turning them over to her associates for whatever use they have for the husks of what once were.

 

In a fight, she's a hellcat - strong, swift, a killer instinct. Susie is no coward - she uses her shapeshifting to hide her scars.

 

Campaign Use: Lock up your sons and daughters. Suzie is the most gleeful member of the Crossroads and rather irredeemable. She's the one who might try to seduce a hero or their DNPC.

 

Suzie has a sultry voice, and she tends to write very sexually charged songs. When she sings, Paige switches to Drums.

 

Appearance: Think of any song about a seductive beauty and you'll find hints of Suzie in them. She's medium height, lushly built, with flame red hair and devilish green eyes. When on her own she dresses as the situation requires...but with her own flair. She vastly prefers ripped jeans and slightly scandelous tees - but she cleans up well and can move among the jet set with apolmb.

 

She joins in the bands costumes on stage...going with any thing from a revealing Little Black Dress, or a sexy skirt suit.

 

 

 

[ATTACH=CONFIG]39422[/ATTACH]

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The Crossroads

 

A slight modification of Cygnia's Hellhound.

 

 

 

THE HELLHOUND

Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

18 DEX 24 13- OCV: 6/DCV: 6

35 CON 50 16-

20 BODY 20 13-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

23 PRE 13 14- PRE Attack: 4 ½d6

10 COM 0 11-

 

18 PD 9 Total: 18 PD (0 rPD)

18 ED 11 Total: 18 ED (0 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

20 REC 8

100 END 15

100 STUN 39 Total Characteristic Cost: 270

 

Movement: Running: 9"/36"

Leaping: 18"/36"

Swimming: 2"/4"

 

Cost Powers END

24 Claws/Teeth: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Only In Alternate Identity (-¼) 3

90 Hellfire: Multipower, 90-point reserve

9u 1) Hellfire Arsenal (Lethal): Killing Attack - Ranged 2d6, Variable Advantage (+1 Advantages; +2) (90 Active Points) 9

9u 2) Hellfire Arsenal (Suffering): Energy Blast 9d6, Variable Advantage (+½ Advantages; +1) (90 Active Points) 9

6u 3) Hellfire Aura: HKA 1 ½d6, Damage Shield (+½), Penetrating (+½), Reduced Endurance (0 END; +½), Continuous (+1) (87 Active Points); No STR Bonus (-½) 0

9u 4) Hellfire Blast: Energy Blast 14d6, Reduced Endurance (½ END; +¼) (87 Active Points) 3

7u 5) Hellfire Bolt: Killing Attack - Ranged 4d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

1u 6) Ignite: RKA 1 point, Sticky (only affects flammables; +¼), Penetrating (+½), Reduced Endurance (0 END; +½), Uncontrolled (lasts until extinguished or flammables burn themselves out) (+½), Continuous (+1) (19 Active Points); Only Works On Flammable Objects (-½) 0

3u 7) Leader of the Pack: Summon 4 250-point Hellhounds, Loyal (+½) (90 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 ½), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½) 9

Hell of an Athlete

14 1) Bounder: Leaping +9" (18" forward, 9" upward) (Accurate) 1

11 2) Swift: Running +3" (9" total), x4 Noncombat 1

Tough as Hell

18 1) Infernal Form: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

30 2) Infernal Toughness: Energy Damage Reduction, Resistant, 50% 0

30 3) Infernal Toughness: Physical Damage Reduction, Resistant, 50% 0

15 4) Infernal Toughness: Power Defense (15 points) 0

15 5) Met The Devil Down T' Th' Crossroads: Luck 3d6 0

15 6) Strongwilled: Mental Defense (19 points total) 0

 

Perks

2 Man, Can That Guy Play!: Reputation: skilled musician (throughout the world) 11-, +1/+1d6

10 My Friends in the Biz: Various Musicians who owe him a bit

Notes: 10 Contacts, 11-

5 Well Cared For: Money: Well Off

3 Well-Connected

4 1) My Label: Contact: Hellbent Records (Small Organization) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-

11 2) The Fat Cats: Contact: The Covenant of Five (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

1 3) The Next Victim: Contact: Johnny Dupree, Southern Blues Musician (Good relationship with Contact) (2 Active Points) 8-

 

Talents

3 Pitch Man: Perfect Pitch

9 Swift: Lightning Reflexes: +6 DEX to act first with All Actions

 

Skills

24 +4 with HTH and Ranged Combat

9 Met The Devil Down T' Th' Crossroads: +3 with all musical PSs

3 Climbing 13-

3 Conversation 14-

3 Gambling 13-

3 Interrogation 14-

3 Jack of All Trades

4 1) PS: Music Producer (5 Active Points) 15-

2 2) PS: Musician: Banjo (3 Active Points) 13-

2 3) PS: Musician: Mouthharp (3 Active Points) 13-

3 4) PS: Musician: Pianist (4 Active Points) 14-

1 5) PS: Musician: Synthesizer (2 Active Points) 11-

2 6) PS: Musician: Vocalist (3 Active Points) 14-

3 Language: Infernal (completely fluent)

3 Persuasion 14-

3 Scholar

2 1) KS: Demons and Demonology (3 Active Points) 13-

2 2) KS: Jazz (3 Active Points) 13-

1 3) KS: Legends And Lore (2 Active Points) 11-

1 4) KS: Rockabilly (2 Active Points) 11-

2 5) KS: The Blues (3 Active Points) 13-

1 6) KS: The Music Industry (2 Active Points) 11-

2 7) KS: The Music World (3 Active Points) 13-

3 Seduction 14-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 14-

3 Survival 13-

3 Teamwork 13-

3 Tracking 13-

3 Traveler

2 1) CK: Detroit (3 Active Points) 13-

2 2) CK: London (3 Active Points) 13-

2 3) CK: Memphis (3 Active Points) 13-

2 4) CK: Montreal (3 Active Points) 13-

2 5) CK: New Orleans (3 Active Points) 13-

2 6) CK: Paris (3 Active Points) 13-

2 7) CK: Philadelphia (3 Active Points) 13-

1 8) CK: the campaign city (2 Active Points) 11-

 

Total Powers & Skill Cost: 475

Total Cost: 745

 

200+ Disadvantages

10 Distinctive Features: Demon Beast, Causes Fear (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Distinctive Features: Sold his Soul (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Enraged: When Frustrated or Stymied. (Common), go 8-, recover 14-

20 Hunted: The Man Downstairs (Infernal Manager) 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

10 Psychological Limitation: Lazy (Common; Moderate)

10 Psychological Limitation: Protective of "Charges" (Common; Moderate)

5 Rivalry: Professional (Johnny Guitar; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Famous (Frequently; Minor)

10 Susceptibility: Holy Ground 2d6 Drain vs Infernal Powers Instant (Uncommon)

10 Vulnerability: 2 x BODY Holy/Consecrated Attacks (Uncommon)

10 Vulnerability: 2 x STUN Holy/Consecrated Attacks (Uncommon)

430 Experience Points

 

Total Disadvantage Points: 745

 

Background/History: Lifted from Cygnia's Description:

 

"I've heard so many talents," The glint of gold peeked out from behind Cotton Duvall's grin. The shock of white hair was the only thing that seemed to belie his many long years of life. He tapped his fingers energetically against the piano with a youthful exuberance. "Hank Williams Senior. Ever hear 'I'll Never Leave This World Alive'? You really should, you really should. And Robert Johnson himself...LAWD! That man could play! I taught him a few tricks, you know.

 

"Got to play with Buddy Holly before he took on that Winter Party gig. And Hendrix! Was gonna hook him up with Miles Davis. That would have been something to hear. Such a shame. I've been quite the journeyman throughout the years. Elvis. Cline. Both Buckleys -- Tim and Jeff. Gene Vincent and Eddie Cochran. Even went across the pond a few times too! Folks like Phil Lynott and Alex Harvey and even Marc Bolan. You find blues ALL over. I sure do know talent when I hear it. You're willing to pay your dues and I can make sure people know that talent too."

 

If the Man Downstairs has a favorite in the Crossroads, it's Cotton Duvall. The Hellhound has served as his agent, heavy, and snitch (curiously, the Man Downstairs can miss a thing or two). Elroy sold his soul a long, long time ago. The people he mentions he's played with has been paired down to semi-believable. Billie Holiday, Cole Porter, several others the Hellhound has trailed...some he got, some got away, but he continues to play and chace the brass ring.

 

Personality/Motivation: The Hellhound is the band's keeper. Though he eschews the spotlight normally, this gig has been seen as important enough for him to shed his "master of the backing band" personae and step onto the stage. Dark Magic keeps his true age a secret, but he's generally considered the "Old Man" of the group and the press eats his Good Ol' Boy charm like candy.

 

The Truth is, he really is an easy going agent of satan - the Hellhound is kind of lazy, he'd much rather let his charges hoist themselves on their own patards than work towards their downfall. Besides he's getting kind of used to this fame stuff. However he doesn't like to be shown up or frustrated. This can send him into a destructive rage.

 

 

 

Powers/Tactics: Of all the Crossroads, the Hellhound is the least "musically powered," instead he's just a man possesed with the power of hellfire and the ability to summon his namesake. When it's time to throw down, Hellhound assumes his true form, a tall, well muscled man-beast.

 

Campaign Use: Though technically their keeper, Duvall gets along well with the others in the Crossroads. He likes to play "Cat and Mouse" with Suzie - though he's not really her type unless she's really desperate for companionship. He tries to protect Soul Man and Paige from themselves - hey they're all on the same side right? Phat Pat is a kindred soul in many ways and he understands the younger man's disdain for authority.

 

But Johnny? There's something not right about him. Duvall doesn't trust the electrifying guitar player at all. For some reason, the Man Downstairs seems content to let the boy in the band.

 

Appearance: Elroy "Cotton" Duvall is a rotund fellow, pleasant enough, but clearly let himself go...he has a shock of white hair and white goatee, a round friendly face, and likes to dress in white.

 

As the Hellhound, he's a fearsome looking monster that walks like a man. Red skin, furred legs, a demonic tail and horns. Think a Satyr with a hound's head.

 

 

 

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Re: The Crossroads

 

Originally this was supposed to be about the Crononauts:

The Chrononauts

The world has suffered terrible collapse. This group has been sent back to stop the collapse by killing the cause or causes.

 

The group number is ten.

 

There are three problems for this group. A version of them already exists in this timeline so pick someone from this thread. All of them have a code versus killing. They don't know who to kill to stop the collapse so split up to take on their own favorite target to change the future.

 

CES

For wich we currently have:

Threadbare

Grey Angel

Timeslip

Crowsbane

Secret

 

5 Down, 5 to go.

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Re: Create a Villain Theme Team!

 

Can't we please get back to the thread ? We only need five more (including this one)

 

Dreamtime

 

Whalen Walker is an Australian Aborigine. He got powers to see in his dreams and influence things. But something went wrong when they came back. Either someone in the group sabotaged them or someone know they are here. Whalen knows of William Walker of The Infused and is horrified by him as he is him.

Whalen's power is now sporadic at best and he has seperated from the rest to get clarity as one dream he had showed them all dieing by each other's hand. Whalen's dreams now come once a month at the night of the full moon. So for now he waits. He figures he may have to kill one of The Infused

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Re: Create a Villain Theme Team!

 

Backlash believes that his world's problems are the product of a secret artificial intelligence that has been manipulating humanity to weaken them and render them unable to stop its rule of the world. Therefore he intends to use his cyborg implants to destroy every advanced computer system and robot in the world. He has a lot more actual combat ability than his double "Circuit Breaker", and his cybernetic interface wires take the form of actual whips that can slash through metal.

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Re: Create a Villain Theme Team!

 

http://www.herogames.com/forums/showthread.php/79785-Create-a-Villain-Theme-Team!?p=2059799#post2059799

 

Johnny Guitar has faded away from the limelight after the Crossroads disbanded. In the thirty years since, he has played his guitar and wandered the roads of America. Drawn by chance into the time vortex after the world wide plague, he has found he can make a difference for good or ill.

 

Calling himself Muddy Wolfe, he has decided to use his old group to find the source of the disaster and stop it.

CES

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Re: Create a Villain Theme Team!

 

Scar

 

A 'Child of Destiny'. That's what I was told. The world's already gone to hell and back, so no pressure there, right? But I've seen how it was supposed to be. How good Earth was. Until that jackass decided to screw it all up. Ego? Profit? Hate? I bet it was a little of everything. That jackass used and abused what he could do. Guess momma was just another juicy tidbit to toss away and abandon.

 

HE DID THIS!

HE WILL PAY!

 

Killing's too good for him. But I can make him hurt. I can STOP him before he goes too far. I HAVE TO! Before he pushes it to Armageddon. And then he gets to suffer with what he's done...

 

Jenny Doe has a lot of rage and pain in her heart. But while the rest of the Chrononauts have a CvK, hers isn't because she's squeamish -- she wants her quarry to live with the agony of all his sins. Death would be a release, and Jenny doesn't want that. She has a lot of psychic pain to inflict and she feels her target deserves every atom of it. She might even make a compelling argument...

 

 

...considering the fact that she's the bastard child of Kenneth Cruise, AKA The War Correspondent. She's just looking for the right opening to take her father down. And she may have found it, as she bears a striking resemblance to Melody Lear, who is looking to intern with the Network in a couple of weeks...

 

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Re: Create a Villain Theme Team!

 

The madman known as King Lear joined up with this group. A member of the "rebooted" version of villain team The Globe he claims he has to warn his predecessors of this dark future, though none of the others of the team can figure out why they are important, but Chrononauts had an empty spot.

 

 

In truth, he joined up because he learned of Scar's goal. Melody Lear has some connection to him (or he believes she does-he's quite mad, you know). He is there to make sure Melody survives whatever has to be done. Scar may be somewhat suspicious due to the name connection.

 

 

The Globe was one of the first several teams way back when on this thread.

 

This team is going to be a little too large probably, but I cant feel reducing it (you'll figure out why)

 

The Jury

 

This 12-member team is dedicated to their own brand of vigilante justice. Their targets are decided sometimes by convoluted and arbitrary means. But, it is clear (to them) their "victims" are evil and must be terminated. They have a love-hate rivalry with The Draconians though both groups mostly stay out of each other's way.

 

Note: No necessary connection is needed between members. Other than the fact that they are dedicated to their brand of justice. Why they joined? is at the creator's discretion. (abilities and names do not necessarily have to have anything to do with juries or courts, though certainly preferred-since this is a 12-member team, it might be best to be a bit flexible and loose for this is the reason why I am mentioned that.)

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Re: Create a Villain Theme Team!

 

As a general point can we drop down to 4-8 villains for the next few teams ? The Chrononauts was really quite arduous and seemed to have sapped our creative juices. Where you have something more definite like the Zodiac or the months of the year, it is easier to get a fix on individual members of a large team. The Chrononauts was like nailing blacmange to a wall. I give Badger a pass on the above as a jury does have 12 members. And then I had ideas for three.

 

Hung Jury

 

The system of law is a joke and people can sometimes go free. Not because they are innocent but because the legal process can make it easy for a defendent to walk on technicalities or because a jury cannot make up its mind. This is where Hung Jury comes in. The people thus released are often then found strangled to death or hanging. As Scourge from Marvel would say, Justice is served. Hung Jury wears a hangman's hood and uses a noose as his weapon. He is sent after those who have escaped justice particularly because of jury problems (specifically hung juries) and now technicalities. The offender is then targeted, isolated and throttled to death. There are no deals to be made with the law or anyone else. Hung Jury takes his orders from the Jury Foreman.

Hung Jury appears to be an American male or above average strength and build but nothing else is known of him.

 

Please note Jury Foreman can be designed by someone else.

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Re: Create a Villain Theme Team!

 

Final Justice

 

Rumoured to be Bethany Stephens, Final Justice is a cop killer. When the police won't enforce the law and are criminals themselves that is when Final Justice acts. She has appeared as a leggy blonde traffic cop who then shot dead officers Patrick Kennels and Bobby Rhoades in San Francisco. Internal Affairs Department later discovered both were on the payroll of the local triad. Why Bethany Stephens did this and even who she is remains unknown at this time. But the FBI are linking the deaths of dead officers in America and Canada to a female who can wield a magnum. In all cases the officers were either corrupt or thought to be corrupt. Five were in jail when they were gunned down. Bent cops of the world beware. Final Justice is coming for you

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Re: Create a Villain Theme Team!

 

Disbarred

 

Disbarred is probably the most popular member of the group. Why ? Simple ! He kills lawyers. Those lawyers that bend the laws and pervert them come under Disbarred's purview. Public Defenders hardly ever appear on his hit list but those rich, slick amoral guys who do it for the money or the prestege and get people off ? They do. And the fact that Disbarred make a real production of it so that the deaths have style is what has captured the imagination of people. The dinosaur skeleton snapping jaw trap that did for Warren Fenton III for example. Disbarred has now included those lawyers who knowingly menace the public good (in his opinion) and those who parasite off the needs of the people ie get the bulk of compensation for a claim whilst the client gets very little. No one knows who he is, what colour and even what sex. It is supposed he is male and Caucasian.

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Re: Create a Villain Theme Team!

 

I'm gonna put two in this entry: Steno & The Court Reporter

 

Separated at birth and sent to different adoptive families, half-sisters Sandy Rawn and Tamara Cutter have only recently been reunited with each other. They share the same mother, but as of yet haven't determined her true identity or the identities of their respective fathers. Initially thinking herself cursed, Sandy grew frustrated with her mind-reading ability while she worked as a court stenographer. All the smug lies from defendants and witnesses, all the apathy from certain members of the jury (regular juries, not the team, of course) -- and there was nothing she could legally do about it. Try as she might, Sandy couldn't send what she could "hear" to anyone else.

 

Until coincidentally Tamara was covering a child murder case for the local TV station and picked up on Sandy's frustrated mental cries of rage. Shocked, Tamara initially tried to use the info she was receiving as a scoop to get her out of the small-town market and into the big leagues. But the evidence that she uncovered and exposed that could -- SHOULD -- have convicted the defendant was mishandled by the cops and the perp walked. Dealing with her own impotent rage, Tamara delivered a scathing on-air editorial about how such a coldhearted, giggling bitch was allowed to get off, that "not guilty" doesn't mean "innocent" and that REAL JUSTICE should never be denied.

 

Authorities determined that the nameless frat boy was drunk when he bludgeoned that particular defendant to death with a baseball bat. His friends say he was "obviously shaken" by Cutter's "moving plea". Her TV station fired her over the controversy, but Tamara was quickly picked up by a fast-rising "true crime" channel on cable. Tamara quickly sought Sandy out and the two of them investigated their backgrounds. They then worked out a system, testing the nature and limits of their powers. No longer officially a stenographer, Sandy now works as Tamara's sketch artist (she has a great eye for detail and has eidactic memory) and telepathically feeds Tamara the information she can "read". Tamara has tried to psychically "nudge" juries into delivering a guilty verdict, but that's been shaky at times, even with Sandy's proximity and guidance. Likewise, the idea of just making a defendant admit their guilt has the potential of backfiring into a mistrial. Besides, why should some of these scumbags be allowed to live? Why should they get to lounge away at public expense, wasting everyone's time on appeals and breaking the hearts of the victims' families anew? Tamara's live-air crime program is one of the top-rated shows on that network as her viewers can't help but share her outrage over some of these heartbreaking cases. She's had better success using her powers via her show, nudging her most susceptible viewers to be vigilantes. When the law fails, she'll see to it that the court of public opinion will deliver the deadly verdict instead!

 

Sandy, meanwhile, has been biding her time, using the information she's gathered for the rest of the team's benefit. She's also been training herself on stealth and stalking techniques. Her anger towards useless, uncaring jury members is just about to burst and even Tamara isn't yet aware about how far her sister might go to deliver a verdict herself.

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Re: Create a Villain Theme Team!

 

The super-strong man known as Bull is a former court baliff who saw a judge in a *very* compromising position with a female defense attorney. Bull went through court records and noticed that in every one of that attorney's cases, the defendent went free -- often based on legal technicalities that the judge ruled upon. Unfortunately, the judge learned Bull was looking into those cases and had him fired based on trumped-up charges. Disgusted with the legal system, Bull joined The Jury as their resident brick enforcer.

 

A tall, bald African-American, Bull does not like comparisons to Bull Shannon from the 1980s TV show Night Court. In fact, this will enrage him almost as much as judicial impropriety.

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Re: Create a Villain Theme Team!

 

This looks like a good group theme for a vigilante character I actually created a few years ago: Post Mortem.

 

Mortimer Post works as an assistant for the Medical Examiner's office. In the line of his work, he sees nearly every corpse that goes through that institution, from old people who died alone to victims of brutal murders. The latter are the ones that disturb him the most -- especially when the murderers get declared Not Guilty for lack of evidence, or because of some legal technicality.

 

So he's decided to take matters into his own hands. When he's convinced that a killer has gone free and the police cannot touch him, or when one serves a sentence that he thinks is too light, he takes on the identity of Post Mortem and -- either alone or, more recently, with help from his teammates -- kidnaps the killer. He then slowly, deliberately, and painfully dismantles the killer's body over a period of the next month, taking away fingers, toes, teeth, and other parts in intervals of a few hours, always with his target alive and conscious at the time. These parts are sent by mail to the target's family, friends, and (especially in the case of organized crime figures) associates, until finally whatever's left when he has to finally kill the target gets dumped near a police station.

 

This, he figures, is one thing that will strike true fear into the hearts of murderers and gangsters.

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Re: Create a Villain Theme Team!

 

Some members of The Jury aren't exactly combat powerhouses and need a little more protection than their powers provide. That is remedied by Defendant, a relatively powerful biokinetic able to shield up to six Jury members with glowing yellow bio-energy fields able to absorb or deflect a sizable portion of most attacks. He can also share some of his own energy with others, effectively healing away non-lethal damage from attacks. Unfortunately, his attack abilities aren't anything to write home about, mainly transferring a small portion of a target's bio-energy to himself.

 

Defendant doesn't say exactly why he joined The Jury, though the supposition is that his family was killed by someone who was later found Not Guilty and freed to prey on society again. He has said he "no longer has any family" but won't go into details about what happened.

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Re: Create a Villain Theme Team!

 

The Maskhunter

 

Some poeple are only willing to give in to their hate, when they have a group to support them, the advantage on their side and masks to hide their identies. The Maskhunter hates these people with a fury that is unsettling even for some of the others and hunts down any members of hate groups that comit crimes and use their group connections (for false alibis) and masks to avoid persecution. When he goes in to finish them off, he always goes alone and always shows his face. He is know to be a exceptional martial artist and is able to use any gun that falls into his hands.

He also showed a exceptional mental discipline that not even Sandy is able to read his thoughts and most mentalist trying to influence him simply don't get through.

 

 

Nobody has figured that out yet, but actually he is as Racist and Bigotted as most of his targets. Maybe even more. The difference between them and him that he thinks hate should only be expressed face to face - those weaklings who need to use numbers and mask is something he hates even more than orther races or women in postions that are "naturally the domain of men". For that alone he is willing to work with the rest of the jury

 

 

P.S.: How many does that make?

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Re: Create a Villain Theme Team!

 

That makes 9. And we have the name of another Jury Foreman available for someone to use.

 

The muse certainly inspired us on this one.

The advantage is that you don't need to think of an Armageddon that spawned them first.

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