Jump to content

OddHat

Moderators
  • Posts

    19,915
  • Joined

  • Last visited

  • Days Won

    11

Reputation Activity

  1. Like
    OddHat reacted to Lightray in The New Circle   
    I couldn't force myself to shave off that extra 25 pts to bring him down to 350 pts as a starting character...
     
    Sapphire Scarab II
     
    Alternate IDs: Thaddeus Seira
     
    Val Char Cost
    20 STR 10
    20 DEX 30
    18 CON 16
    15 BODY 10
    23 INT 16
    18 EGO 16
    15/30 PRE 5
    13 COM 2
     
    9/16 PD 2
    7/14 ED 0
    4 SPD 10
    8 REC 0
    36 END 0
    34 STUN 0
     
    8" RUN 4
    3" SWIM 1
    5" LEAP 1
    Characteristics Cost: 123
     
    Cost Power
    7 Quick with the Quips: +15 PRE (15 Active Points); Only For Presence Attacks And PRE Rolls (-1/2), Requires An INT Roll (-1/2), Incantations (-1/4) [Notes: knack for infuriating taunts]
    10 Quick Thinking: +3 with all non-combat Skills (24 Active Points); Only To Counteract Time Modifier (-1), Costs Endurance (Costs END Every Phase; -1/2) [Notes: move up one level on Time Chart for required times on Skill Rolls]
    8 Strong-Willed: +4 with EGO Roll
    11 Arcane Monkeywrenching: Find Weakness 11- (Related Group of Attacks) (20 Active Points); Only Affects Mystic Constructs And Materials (-3/4)
     
    27 Alchemy Gun: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1), Limited Range (15"; -1/4)
    2u 1) Universal Sopophoric: Energy Blast 6d6, No Normal Defense (vs. Self-Contained Breathing; +1) (60 Active Points); 12 Charges (-1/4)
    2u 2) Universal Adhesive: Entangle 3d6, 3 DEF, Takes No Damage From Attacks (All Attacks; +1/2), Area Of Effect (1" radius; +1/2) (60 Active Points); Set Effect (Hands Only/Feet Only) (-1), Cannot Form Barriers (-1/4), 12 Charges (-1/4) [Notes: negates Universal Lubricant]
    2u 3) Universal Lubricant: Change Environment 1" radius, -1 : DCV, -1 : OCV, -4 DEX Roll and all Skill Rolls based on DEX, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4), Sticky (Standard; +1/2) (56 Active Points) [Notes: negates Universal Adhesive]
    2u 4) Universal Solvent: Killing Attack - Ranged 1d6 +1 (vs. PD), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (60 Active Points); 8 Charges (-1/2)
     
    17 Chitin Armor: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); OIF (-1/2)
    6 Bug-Eyed Goggles: (Total: 10 Active Cost, 6 Real Cost) Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3)
    4 Scarab Wings: Gliding 8" (8 Active Points); Restrainable (-1/2), OIF (-1/2)
    12 Scarab Bugs: Clairsentience (Sight Group), 3 Continuing Charges lasting 20 Minutes each (+0) (30 Active Points); IAF (-1/2), Requires A Systems Operations Skill Roll (-1/2), Must Pass Through Intervening Space (-1/4), Sense Also Affected As Radio Group (-1/4)
    8 Radio Antennae: High Range Radio Perception (12 Active Points); OIF (-1/2)
     
    14 Tools and Toys: Variable Power Pool (Gadget Pool), 10 base + 4 control cost (15 Active Points); Limited Class Of Powers Available (Gadgets; -1/4)
    0 1) Arctic Costume: (Total: 10 Active Cost, 4 Real Cost) Life Support , Safe in Intense Cold (2 Active Points); OIF (-1/2) (Real Cost: 1) plus Armor (0 PD/5 ED) (8 Active Points); Only Works Against Limited Type Of Attack (Cold; -1), OIF (-1/2) (Real Cost: 3) Real Cost: 4
    0 2) Brass Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) Real Cost: 5
    0 3) Compass Chronometer: (Total: 6 Active Cost, 4 Real Cost) Absolute Time Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Bump Of Direction (3 Active Points); OIF (-1/2) (Real Cost: 2) Real Cost: 4
    0 4) Flash Pellets: Flash 2d6 (Sight Group) (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) Real Cost: 3
    0 5) Glow-wand: Sight Group Images, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points); Only To Create Light (-1), OAF (-1) Real Cost: 3
    0 6) Grapple Gun: Swinging 10" (10 Active Points); OAF (-1), Extra Time Delayed Phase (-1/4) Real Cost: 4
    0 7) Radio Tracker: Tracking (Radio Group) (10 Active Points); OAF (-1), Sense Also Affected As Sight Group (-1/4) Real Cost: 4
    0 8) Rebreather: Life Support , Expanded Breathing (Underwater (5 Active Points); OIF (-1/2) Real Cost: 3
    0 9) Smoke Pellets: Darkness to Sight Group 1" radius (10 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Range Based On Strength (-1/4) Real Cost: 3
    0 10) Thaumometer: Detect Magic 14-, Discriminatory (10 Active Points); OAF (-1), Extra Time Full Phase (-1/2), Sense Also Affected As Hearing Group (-1/4) Real Cost: 4
    Powers Cost: 132
     
     
    Cost Skill
    10 +1 Overall
    3 Acrobatics 13-
    3 Climbing 13-
    3 Combat Driving 13-
    3 Combat Piloting 13-
    3 Deduction 14-
    3 Demolitions 14-
    3 Electronics 14-
    3 Mechanics 14-
    3 Inventor 14-
    3 Systems Operation 14-
    0 Language: English (idiomatic; Native)
    0 TF: Beast-Shaped Mecha, Ornithopters
    3 Scholar
    2 1) KS: Magic (INT-based) (3 Active Points) 14-
    2 2) KS: Lemurian Magiconstructs (INT-based) 14-
    2 3) KS: Atlantean Technology (INT-based) 14-
    2 4) KS: Mystic Materials (INT-based) 14-
    3 Scientist
    2 1) SS: Alchemy (INT-based) 14-
    2 2) SS: Chemistry (INT-based) 14-
    2 3) SS: Metallurgy (INT-based) 14-
    2 4) SS: Engineering (INT-based) 14-
    1 5) SS: Biochemistry 11-
    1 6) SS: Pharmacology 11-
    Skills Cost: 64
     
    Cost Perk
    5 Corporation: Seira Industries
    1 Fringe Benefit: Licensed Engineer
    1 Fringe Benefit: Licensed Pilot
    40 Vehicle: Scarabaeus (200 Base, 45 Disad)
    Perks Cost: 47
     
    Cost Talent
    6 Combat Luck (3 PD/3 ED)
    3 Lightning Calculator
    Talents Cost: 9
     
    Total Character Cost: 375
     
    Pts. Disadvantage
    10 Dependent NPC: Seira Industries 11- (Normal; Useful noncombat position or skills)
    20 Hunted: Zorran the Artificer 11- (Mo Pow; Harshly Punish)
    20 Hunted: Stingray 11- (Mo Pow; Harshly Punish)
    15 Social Limitation: Secret Identity (Frequently; Major)
    10 Social Limitation: Gets Too Technical (Frequently; Minor)
    20 Psychological Limitation: Code Vs. Killing (Common; Total)
    10 Psychological Limitation: Often Distracted By New Mystic Constructs and Materials (Common; Moderate)
    10 Psychological Limitation: Secretly Worries He's Not Up To The Task (Common; Moderate)
    5 Psychological Limitation: Cannot Resist Taunting Opponents (Uncommon; Moderate)
    5 Psychological Limitation: Practical Jokester (Uncommon; Moderate)
    5 Unluck: 1d6
    20 Normal Characteristic Maxima
     
    Disadvantage Points: 150
    Base Points: 200
    Experience Required: 25
    Total Experience Available: 25
    Experience Unspent: 0
     
    Background/History: Thaddeus was a polymath, but the one thing above all others that he wanted to learn was magic -- his idols were the mystics and magicians among the Mystery Men during the World Wars. As a young man, he traveled to learn from famous mystics around the world. But he was devastated by what they all told him: he had no magic in his soul. His chakras would not align. When he called the names of Planetary Spirits, nothing answered. Not even the lowliest imp was interested in his miserable soul.
     
    Brokenhearted, he returned to the mundane world, to work for his father's engineering company. As a hobby, he still dabbled in the few magics defined by strict laws and formulae -- the alchemical arts, and the crafting of constructs powered by mystic means. Other engineers tinkered in their garages on old cars; Thaddeus was building an ornithopter that would never fly.
     
    However, as he watched other people be superheroes and make a difference in the world, Thaddeus noticed that no one knew how to deal with the aftermath of mystic battles. Agencies and companies existed to come in and clean up the residue of questionite from Dr. Destroyer's latest doomsday device. But no one knew how to deal with adamantium or orichalcum. After the New Circle defeated Zorran the Artificier, only to have his construct's power-source spawn a dimensional rift, Thaddeus knew how he could make a contribution. And, also, get rich.
     
    Seira Industries went into the super-specialized business of mystic clean-up. Actually, they're the only company in that business. When The Crowns of Krim roll through town, they root out all the curses and banes left littering the landscape once the superheroes leave. Ironically, his new business meant that he was at the scene in France when Stingray staged her own defeat to lure the Scarabée-Saphir out of retirement. The old Mystery Woman took her powers from a beetle-shaped sapphire -- an ancient Atlantean power-source.
     
    Thaddeus helped defeat Stingray, but it was at the cost of the Scarabée's life. Her dying wish bequeathed her legacy to Thaddeus -- but she died before he could tell her that he could not use her sapphire; he had no magic in him. On reflection, though, he realized that it would be the perfect power-source for his ornithopter. And using his knowledge of the mystic sciences, he could at least come up with a costume that actually looked like a Sapphire Scarab...
     
    Personality/Motivation: The Sapphire Scarab is a complex person. He wants to make a difference in the world, following the legacy of his idols, the earlier Mystery Men. He also wants fame and fortune. He likes learning new things, and he likes excitement -- if he's bored, he's sure to be playing practical jokes -- but he doesn't like things too exciting. He's not really sure he's ready to be a superhero; unlike everyone else, he's just a normal guy...
     
    Scarab tends to be more of a team-player, a follower instead of a leader. He's likely to get distracted by all the interesting toys the enemy -- or other allies -- might have. He also prefers back-up and support, but in the pinch he can be surprisingly heroic.
     
    Quote: "Am I the only one here who thinks this is a bad idea?"
     
    Powers/Tactics: Scarab is not a combat monster. He is best used as part of a team, or working with a partner. His best tactic is to set up an enemy to be hit by one or more of his teammates -- either by using his Universal Adhesive or his Universal Lubricant. If he's on his own, he uses his Universal Sopophoric. He'll usually only attack mystic constructs on his own, in which case he'll Find Weakness and then give them a squirt of the Universal Solvent. Given a little time to prepare, Scarab will equip his Gadget Pool as appropriate.
     
    To make Scarab a 350 pt. starting character, remove his Gadget Pool and Scarab Bugs. To make Scarab more effective, add Combat Skill Levels and Martial Arts, and increase his Gadget Pool. Once he begins working with other superheroes, he should learn Teamwork.
     
    Campaign Use: Sapphire Scarab is a good team-member for a group whose other members are very focused in their powers and skills. As a character, he excels out of combat, but is better in a supporting roll in combat. He is also a good contact for superheroes who battle mystic enemies -- after all, someone needs to clean up the battle's aftermath. He can be called in as an expert on mystic materials such as adamantium or orichalcum, or to consult on Atlantean or Lemurain magic-technology.
     
    Plot Seed: One of the player characters' unbreakable mystic foci has been broken. No one knows how to repair an object made out of vrilium -- but Scarab might know. Or he might know who would know how to repair it -- and maybe that person is a notorious villain, like the Black Paladin...
     
    Plot Seed: The New Circle is off battling the Crowns of Krim when someone in the campaign city summons up something awful: a carniverous, demonically possessed, Jello salad the size of a motor home (with peeled grape eyes, and pineapple spear fangs). The player characters need some mystic help, but the only help available is the New Circle's second-string: Sapphire Scarab, Golden Knight, and Black Swan. Can the player characters put up with the quipping, posturing, and show tunes long enough to get the job done? Or would it be best to just let the Jello-monster eat them?
     
    Plot Seed: The New Circle has blown up Shirak the Burninator on a small, obscure Pacific island. Scarab has been called in to deal with the clean-up; the fallout has caused it to rain frogs for 7 days straight now, an environmental disaster of major proportion (frogs are not native to the isle). The Golden Knight has been volunteered to organize the evacuation of the natives, and to deal with any frog-related disasters that might occur. The two superheroes realize that real estate on the island is going cheap -- and the Golden Knight happens to remember where one of the gold hordes of Chang Kar Wai was found in 2022... Suddenly, the situation is urgent: the future is being changed for the worse, Chang Kar Wai is enraged, and prospective investors in "Golden Beetle Island" find that the head of Shirak is not as dead as it may have seemed...
     
    Appearance: Wears blue body-armor with beetle-motif, forged out of alloys of orichalcum and adamantium. His goggles polarize and enhance light, and can receive imaging from his little spy-beetle constructs. His carapace wings can allow him to glide, a little. He has also come up with a gun that fires alchemical concoctions. Along with his scarab-ornithopter and a few other tricks, he's ready for almost anything.
     
    His Scarabaeus vehicle is a beetle-shaped ornithopter, made of a sky-blue alloy of various mystical metals. It is powered by the sapphire beetle-gem he got from Scarabée-Saphir; if that gem is removed, the ornithopter stops working altogether.
  2. Like
    OddHat reacted to steriaca in The New Circle   
    Re: The New Circle
     
    Anyways, hear is my Lex Luthor analog. He is the leader of Black Tryangle, a group I was origanaly baceing on DC's The Injustic Gain, but then I decided use The Leagion Of Doom. Oh, and forgive my mispelings.
     
    Lucifer Morningstar
     
    Value Char Cost Roll Notes
    10 STR 0 11- Lift: 100kg 2d6 [1]
    13 DEX 9 12- OCV: 4 DCV:4
    10 CON 0 11-
    10 BODY 0 11-
    18 INT 8 13- PRE Roll: 13-
    18 EGO 16 13- ECV: 6
    40 PRE 30 17- PRE Attack: 8d6
    18 COM 4 13-
     
    2 PD 0 Total PD: 2PD (0rPD)
    2 ED 0 Total ED: 2ED (0rED)
    6 SPD 37 Phases: 2,4,6,8,10,12
    10 REC 12
    50 END 15
    50 STUN 30
     
    Total Chartistic Cost: 161
     
    Movement: Running: 6"/12"
    Leaping: 2"/4"
    Swiming: 2"/4"
    Flight: 10"/20"
     
    Cost Powers END Cost
    188 Demon Summinging And Dismisal: Variable Power Pool 150 pool cost, 75 control cost, Very Limited Class Of Powers (Summon "Demons" and Dispell Summing only, -1) Var
     
    70 The Contract: Major Transformation 4d6 (Person With A Soul To Person Without A Soul But With Demon Based Superpowers, Reversed By Destroying The Contract), No Normal Defence (defence is an unwilling target, or a target without a soul, +1), Invisable Power Effect (all, +1), Reduced Endurance (0 END, +1/2), Extra Time (1 Hour, -3) 0
     
    72 Regergtating Imps: Multipower 90 points, Physical Manufication (-1/4)
    2u Imp Spy: Clarisentience, Seight and Hearing Sence Group, Physical Manufication (-1/4) 3
    14m Imp Punch: Energy Blast 12d6 (physical), Indirect (anylocation, away, +1/2), Physical Manufication (-1/4) 9
    14m Imp Swarm: Energy Blast 9d6 (physical), Autofire (5 shots, +1/2), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
    13m Imp Grab: Entangle 4d6 BODY, 4 DEF, Indirect (any location, away, +1/2), Sticky (+1/2), Physical Manufication (-1/4) 8
    14m Imp Eye Poke: Flash VS Seight Sence Group 7d6, No Normal Defence (hard eye covering. +1), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 8
    14m Imp Ear Bop: Flash VS Hearing Sence Group 7d6, No Normal Defence (hard ear covering, or no external ears, +1), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 8
    14m Imp Claws: Killing Attack - Ranged 4d6, Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
    14m Mass Imp Claws: Killing Attack - Ranged 3d6, Autofire (5 shots, +1/2), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
    8m Imp Armor: Force Field 25PD, 25 ED, Physical Manufication (-1/4) 5
    2u Imp Wings: Flight 10", Physical Manufication {-1/4) 2
    10m Imp Movements: Telekinesis 40 STR, Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
     
    26 Eyes Of A Demon: Detect Demon, Discriminatory, Analyze, Sence, Targeting
    26 Eyes Of A Demon: Detect Magic, Discriminatory, Analyze, Sence, Targeting
     
    34 Under A Demonic Contract: Life Support, Safe Enviroments (all), Longevity (does not age), Imunity (all diseases and poisons)
     
    Perks:
    10 Monie: Rich
    20 Morningstar Incorprated Main Headquarters/Black Tryangle Secret Base: Base 100 points
    10 Fringe Benifits: CEO of Morningstar Incorprated
    As many (normal and unasuming) folowers and vehicals as needed
     
    Skills:
    9 +3 w/Regergtating Imps Multipower
    15 +3 w/DCV
    5 +1 w/OECV
     
    9 Acting: 21-
    9 Bribery: 21-
    9 Bureaucratics: 21-
    9 Conversation: 21-
    7 Criminology: 16-
    9 High Society: 21-
    3 Travler
    6 AK: Milimumim City: 18-
    6 AK: New York: 18-
    6 AK: Tokyo: 18-
    6 AK: Los Angeous: 18-
    6 AK: Mexico City: 18-
    6 AK: Vibara Bay: 18-
    7 KS: The Buisness World: 18-
    7 KS: The Mystical orld: 18-
    7 KS: Finances: 18-
    7 KS: Demomancy: 18-
    7 KS: Alchemisty: 18-
    13 Power: Demon magic: 18-
    9 Seduction: 21-
     
    Total Power Cost: 758
    Total Cost: 819
     
    200+ Disavantages
    10 Distinctive Features: Souless (Not Concelable, Always Noticed, Only Detectable By Detect Souls)
    10 Distinctive Featrures: Blood Red Hair (Concelable, Noted And Recognised)
    20 Hunted By The New Circle (As Powerful, NCI, 11-, Captured)
    15 Hunted By his demonic masters (More Powerful, NCI, 11-, Watching)
    15 Physical Limitation: Automatly Ages To Death When His Own Personal Contract Is Destroyed (Infrequently, Fully)
    20 Psychological Limitation: Enjoys The Coruption Of Others (Common, Total)
    20 Psychological Limitation: Hatred Of Religion (Common, Total)
    20 Psychological Limitation: Amoral (Common, Total)
    20 Psychological Limitation: Killer (Common, Total)
    10 Social Limitation: Famous Buisnessman (Frequently, Minor)
    10 Rivalry with Dark Serpha (Profesinal, Superior Position, Awair)
    35 Susceptibility: 3d6 STUN When Hit With Blessed Water/Holy Water/Holy Wine (Segment, Common)
    20 Vunerability: X2 STUN From Good Aligned Magic
    20 Vunerability: X2 BODY From Good Aligned Magic
    475 Experence
     
    Background/History: "You proably wonder exactly who or what I am, my friend," asked the well dresed buisness man with bright red hair to the shambly looking man in the bright green costume with red HA words all over it.
     
    "Not realy," he replied, fiddeling with an odd, rune engraved knife.
     
    "Anyways, I feal the need to tell you. So please pay atention. It all begain when I was a simple riverboat actor...you know, like in the book Showboat, except that was my life. I can still remember the war of northern agression. One day, the riverboat stoped by a small town named Vibara Bay. Deciding that I was waisting my talents abord the boat, I left my acting careiar behind as I left the boat.
     
    "Durring my first week there, I senced I was being watched, but I could never exactly see who was watching me. Eventuly, I was aproched by a kind gentlman with bright red hair, who called himself Nickolas Scratch. Needless to say, he was a odd guy. He wanted to grant me a wish, if only I would sign a contract with him. I was not intrested in contracts and such, but he did make me cureous. So I said to him, 'Look...let me follow you around for a bit, and then I will make my disicion.' He agreed, so for weeks I would follow him on his rounds.
     
    "And boy what rounds thay were. He freedly showen me the delights of coruption and slaughter. We coned people out of there souls with contracts, sacroficed woman and children and washed our faces with there blood, all that stuff. Then, some goodie goodie white mage confrunted old Nick. There was a fearsome combat, and when all the pryotectics faded, the goodie goodie was reduced to ash. But Mr. Scratch managed to also get a nasty scratch himself. Needless to say, old Nick wasen't long for this world. So, he pulled out a contract, and I sighned it. Old Nick then turned to dust, and my hair became bright red. And that is all there is to it. I wondered about for a bit, corupting souls here and there, learning what I can do. Eventuly I took the name Lucifer Morningstar, and started this company. Do you understand?"
     
    The shambly looking man looked up from the carved up body of a once beutiful female, and replied "Not realy."
     
    "Why do I even bother."
     
    Quote: "Yes, just sign on the dotted line, and eveything you ever wanted will be yours..."
     
    Presonality/Modivation: Lucifer Morningstar, as he is now known as, is bairly a man, and knows it. He enjoys causing much suffering, death, and, most of all, coruption. He nolonger has any positive fealings for anyone (othoe he can easly fake it). Most of all, he hates eveything asociated with good religions, no mater what thay are.
     
    He is no coward, but he prefers to be behind the sceens as much as posable. He finds it more profable for him to make contracts without caped superheros and medeling mystics breathing down his neck if he operates from the shadows.
     
    Powers/Tactics: Lucifer can, via the powers of the contract he signed so many years ago, and the soul he gave up in order of the contract, the ability to make contracts with people which can strip them of there souls, and for exchange, give them superpowers by binding demons to the contracted person. This is his most common power, but it has one big limitation...the victom must sign away his soul willingly for it to work (note that the victom need not know that there soul is the price for the contract, or what he says about the contract is true or not, just that the victom must sign on his own free will).
     
    The contract also gives him a longer life span, the ability to survive in dangerous places, and the ability to summon and dispell any demon who hasen't been bounded. Finaly, if push comes to shove, he can spit out as many imps from inside him as he wants. He can use theas imps to spy on people, strike and rip into people, lift things, and even lift himself with them. The only problem is that thay can be hit in combat, and easly die (thay have the Physical Manufication limitation, which means that most of the imps have a PD and ED of 18 and a BODY of 18, and can be targeted and brought down before thay hit).
     
    Lucifer's bigest weakness is that "white", "good" and "holy" magic causes him more damage than normal (and should also do double body damage agenst his imps also). Also, blesed water and wine cause him damage on contact. Because of theas things, and his sneeky nature, he usaly does not directly confrount his oponents, but instead have the rest of The Black Tryangle do so.
     
    Apperance: Lucifer Mornighstar appears to be a nice looking man with bright red hair (which some would say is the color of freshly spilled blood) and dark brown eyes (which some say has no warmth to them). He is about 6'3" in height, and weighs about 200 pounds. He likes to wear nice looking buisness suits, and carries a cordiating brefecase with him. On his right palm is three slash marks hidden within the other lines of the palm. Theas slash marks are the achent hebrew symbol for the number six, but since thay blend in with the rest of the lines, he dosen't get a dinstinctive feature on them.
     
    Campain Use: Lucifer Morningstar is not ment to be a frount lime combatant, and he knows it. Instead, he is ment to be a sourse of slimy and disgusting evil that the heros must negate with there actions. Lucifer would hate to have his cover blowen. That would force him to take another idenity and relocate somewhere else, waisting all thoes years of hard work.
     
    Lucifer dosen't realy need to be "more" powerful. In fact, he could easly be made less powerful, by reducing his multipower and/or reducing his VVP. Just don't remove his logivity and his ability to make contracts.
     
    Lucifer dosen't hunt others himself. Instead, if he needs someone captured or eliminated, the other members of Black Tryangle will do it.
     
    Lucifer is ment to be a villian of the high end New Circle, along with the other members of Black Tryangle. This, he might be to powerful (or whimpy) for other campains.
     
    Plot Seeds
     
    The Buisness Of Virtures: Inspired by The Aprentess Lucifer decided to host a reality show on TV. But, someone is killing all the people he fired. What is Lucifer's game?
     
    I Got A Contract Out On Me: An old villian which the heros faced before, and who has rather week powers comes after the heros with some new, strong powers. When asked how he got so powerful, all he replied was "I got a contract out on me." Can the heros figure out what happened? And if so, how to fix things?
     
    All You Got To Do Is Sign...: Lucifer Morningstar wants the heros to be spokesmen for his line of products. All thay have to do is sign a contract. Is this a legitament contract, or one of his acursed ones?
  3. Like
    OddHat got a reaction from Lightray in The New Circle   
    Re: The New Circle
     
    Updated Guide to Characters in the Thread (thanks to Lightray for putting this together)
     
    by OddHat
     
    New Circle Homepage: http://www.killershrike.com/NewCircle/NewCircle.htm
     
     
     
    The Circle
     
    Legend – 350 pt Superman tribute
    http://www.herogames.com/forums/showpost.php?p=486044&postcount=1
     
    Legend – 750 pt experienced Superman tribute
    http://www.herogames.com/forums/showpost.php?p=495011&postcount=30
     
    team dynamics for Legend
    http://www.herogames.com/forums/showpost.php?p=510278&postcount=52
     
     
     
    Night Hunter – 350 pt Batman tribute
    http://www.herogames.com/forums/showpost.php?p=486666&postcount=9
     
    Night Hunter – 750 pt experienced Batman tribute
    http://www.herogames.com/forums/showpost.php?p=496239&postcount=34
     
    Avenging Angel – 649 pt Atlantean attack craft vehicle for Night Hunter
    http://www.herogames.com/forums/showpost.php?p=496330&postcount=36
     
    Hunt Lodge – 626 pt base for Night Hunter
    http://www.herogames.com/forums/showpost.php?p=499530&postcount=39
     
    team dynamics for Night Hunter
    http://www.herogames.com/forums/showpost.php?p=510345&postcount=53
     
     
     
    Athenian – 350 pt Wonder Woman tribute
    http://www.herogames.com/forums/showpost.php?p=487206&postcount=17
     
    Athenian – 750 pt experienced Wonder Woman tribute
    http://www.herogames.com/forums/showpost.php?p=500670&postcount=45
     
    team dynamics for Athenian
    http://www.herogames.com/forums/showpost.php?p=510500&postcount=54
     
     
     
    Always – 350 pt Flash tribute
    http://www.herogames.com/forums/showpost.php?p=488356&postcount=20
     
    Always – 750 pt experienced Flash tribute
    http://www.herogames.com/forums/showpost.php?p=501762&postcount=47
     
    team dynamics for Always
    http://www.herogames.com/forums/showpost.php?p=510859&postcount=55
     
     
     
    The Light – 350 pt Green Lantern tribute
    http://www.herogames.com/forums/showpost.php?p=493045&postcount=24
     
    The Light’s Jade Tigers – 142 pt summonable for The Light
    http://www.herogames.com/forums/showpost.php?p=493064&postcount=25
     
    The Light – 750 pt Green Lantern tribute
    http://www.herogames.com/forums/showpost.php?p=503197&postcount=48
     
    The Light’s Jade Dragon – 375 pt summonable for The Light
    http://www.herogames.com/forums/showpost.php?p=503515&postcount=49
     
    team dynamics for The Light
    http://www.herogames.com/forums/showpost.php?p=511340&postcount=56
     
     
     
    The Master – 1717 pt mystic mentor
    http://www.herogames.com/forums/showpost.php?p=543314&postcount=127
     
    The Lucky Dragon – 350 pt Chinese restaurant base
    http://www.herogames.com/forums/showpost.php?p=546090&postcount=136
     
     
     
    Enemies of The Circle
     
    The Sinister Chang Kar Wai – 750 pt enemy of The Light
    http://www.herogames.com/forums/showpost.php?p=509915&postcount=50
     
    Golden Chinese Demon – 719 pt summonable for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=511520&postcount=57
     
    Arthur Wellington Smyth Jacoby – 600 pt adventuring ghost minion for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=512526&postcount=60
     
    Golden Monkey Warriors – 459 pt minions for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=513645&postcount=63
     
    Maria Chang – 150 pt lawyer for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=513645&postcount=63
     
     
     
    Allies of The Circle
     
    Kanae – 350 pt Aquaman tribute
    http://www.herogames.com/forums/showpost.php?p=517039&postcount=65
     
     
    Silence – 350 pt Martian Manhunter tribute
    http://www.herogames.com/forums/showpost.php?p=523895&postcount=70
     
     
    Haunt – 350 pt Specter tribute
    http://www.herogames.com/forums/showpost.php?p=531964&postcount=75
     
     
    Oppenheimer – 350 pt The Mighty Atom! tribute
    http://www.herogames.com/forums/showpost.php?p=556718&postcount=465
     
     
     
    ------------------------
     
    by Moody Loner
     
    Tao – 350 pt Captain America tribute
    http://www.herogames.com/forums/showpost.php?p=533253&postcount=80
     
     
    Tao – 750 pt experienced Captain America tribute
    http://www.herogames.com/forums/showpost.php?p=534650&postcount=94
     
     
    the Baffler – 290 pt Baffler tribute
    http://www.herogames.com/forums/showpost.php?p=552709&postcount=385
     
    Cold Iron - 600 Point Power Armor Foe of the Fey Folk
     
    ------------------------
     
    by Enforcer84
     
    The Legendary Ithecles – 1300 pt Thor tribute
    http://www.herogames.com/forums/showpost.php?p=534035&postcount=87
     
     
    Empowered – 350 pt Hour Man tribute
    http://www.herogames.com/forums/showpost.php?p=558155&postcount=492
     
     
    Empowered – 750 pt experienced Hour Man tribute
    http://www.herogames.com/forums/showpost.php?p=558156&postcount=493
     
    The Marvel - 350 point Captain Marvel Tribute
     
    The Marvel - 850 Point Captain Marvel Tribute
     
     
    ------------------------
     
    by SKJAM!
     
    Howling Man – 350 pt Wolverine/Vixen/Animal Man tribute
    http://www.herogames.com/forums/showpost.php?p=537260&postcount=106
     
     
     
    ------------------------
     
    by Kristopher
     
    T'Shenk Kennet – 805 pt mystic hero
    http://www.herogames.com/forums/showpost.php?p=541375&postcount=111
     
    Saviel the War Angel
     
    ------------------------
     
    by Killer Shrike
     
    Legend – 446 pt version (played by OddHat in Killer Shrike’s campaign)
    http://www.herogames.com/forums/showpost.php?p=541375&postcount=111
     
     
    Epitaph – 447 pt dystopian version of Legend
    http://www.herogames.com/forums/showpost.php?p=543314&postcount=127
     
     
    Alex Abraxas – 800 pt Lex Luthor tribute
    http://www.herogames.com/forums/showpost.php?p=548371&postcount=145
     
     
    Silvera – 750 pt Metallo tribute
    http://www.herogames.com/forums/showpost.php?p=549794&postcount=163
     
     
    Schism – 425 pt Two-Face tribute
    http://www.herogames.com/forums/showpost.php?p=550358&postcount=171
     
     
    Gentleman Jim – 1100 pt Gentleman Ghost tribute
    http://www.herogames.com/forums/showpost.php?p=550793&postcount=175
     
     
    Bipolar – 600 pt Two-Face tribute
    http://www.herogames.com/forums/showpost.php?p=552761&postcount=393
     
     
     
    ------------------------
     
    by JohnOSpencer
     
    Lotus – 398 pt mystic heroine
    http://www.herogames.com/forums/showpost.php?p=552398&postcount=328
     
     
    The Golden Skull – 1093 pt master-level mystic villain
    http://www.herogames.com/forums/showpost.php?p=552448&postcount=342
     
     
     
    ------------------------
     
    by Lightray
     
    The Lady In Black – 1125 pt NPC plot device
    http://www.herogames.com/forums/showpost.php?p=552405&postcount=331
     
     
    Valentine – 600 pt John Constantine tribute
    http://www.herogames.com/forums/showpost.php?p=554348&postcount=457
     
     
    Vespero – 500 pt Hawkman tribute
    http://www.herogames.com/forums/showpost.php?p=557688&postcount=483
     
     
    Vespera- 500 pt Hawkwoman tribute
    http://www.herogames.com/forums/showpost.php?p=557690&postcount=484
     
    Black Swan - 350 Point Zatana Tribute
     
    The Undying Ka - 590 point Multiforming Master Villain and Lord of the Underground Empire
     
     
    ------------------------
     
    by Fireg0lem
     
    Lumina – 350 pt mystic lunar/solar PC
    http://www.herogames.com/forums/showpost.php?p=552654&postcount=381
     
     
    White Wizard - 600 pt racist KKK wizard
    http://www.herogames.com/forums/showpost.php?p=552668&postcount=383
     
     
    Knucklebones – 999 pt master villain
    http://www.herogames.com/forums/showpost.php?p=552713&postcount=386
     
     
     
    ------------------------
     
    by Myrmidon
     
    Black Lion – 611 pt mystic villain
    http://www.herogames.com/forums/showpost.php?p=552884&postcount=404
     
     
    Black Rose – 605 pt mystic villainess
    http://www.herogames.com/forums/showpost.php?p=552899&postcount=405
     
     
     
    ------------------------
     
    by Nexus
     
    Sin – 450 pt mystic demon PC
    http://www.herogames.com/forums/showpost.php?p=553106&postcount=416
     
     
     
    ------------------------
     
    by Chuckg
    Starguard – 815 pt mystic PC with sunny disposition
    http://www.herogames.com/forums/showpost.php?p=414259&postcount=2
     
    -------------------------
     
    by bblackmoor
     
    Thornmallow - 1014 point Giant Iron Gollem Lich / Doctor Doom Tribute
     
    Nightveil - 343 point lighthearted Sorceress
     
    --------------------------
     
    by Skaramine
     
    The Quarter - Fantastic Four Tribute, Allies and Rivals of the New Circle
     
    Professor Tesseract - 350 point Mister Fantastic tribute
     
    Phantasma - 350 point Invisible Girl Tribute
     
    Goyle - 350 point Thing tribute
     
    Feyfire - 350 point Human Torch Tribute
     
    The Manse Knight - 240 point base for the Quarter
  4. Like
    OddHat reacted to Lightray in The New Circle   
    Happy New Year's!
     
    Off to our rockin' New Year's Gamin' Eve, but thought I'd leave this: a distraction from my preparation last night.
     
    Quite a few pages back, someone noticed most of the mystic heroes had angst-filled backgrounds (demons, curses, dead parents, lost puppies, etc.), and we wondered at the lack of "normal, well-adjusted" backgrounds.
     
    I may have gone a bit overboard with that.
     
    As a request: if your group includes that guy who always plays slutty nympho women, please keep his hands off Black Swan. Although the showtunes will probably do that, anyway.
     
    Black Swan
     
    Alternate IDs: Cora Lonchizo
     
    Val Char Cost
    20 STR 10
    27 DEX 51
    20 CON 20
    13 BODY 6
    18 INT 8
    18 EGO 16
    20 PRE 10
    25 COM 8
     
    15 PD 2
    15 ED 2
    5 SPD 13
    8 REC 0
    40 END 0
    33 STUN 0
     
    7" RUN 2
    2" SWIM 0
    5" LEAP 1
    Characteristics Cost: 149
     
    Cost Power
    18 Tappa-Tappa-Tappa: Aid: DEX 2d6, Invisible Power Effects (Fully Invisible; +1) (40 Active Points); Self Only (-1/2), Linked To Martial Arts Maneuvers (-1/2), Only For Increasing OCV And DCV (-1/4) [Notes: refer to Arrays in Ultimate Martial Artist]
    17 Razzle-Dazzle: Drain DEX 2d6, Trigger (+1/4), Reduced Endurance (1/2 END; +1/4), No Normal Defense (make PER roll or Danger Sense roll; +1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Only To Reduce Hand-To-Hand DCV (-1), DCV Reduction Only Works On An Attacking Opponent (-1), DCV Reduction Only Lasts For One Phase (-1/2) [Notes: refer to Feints in Ultimate Martial Artist]
    18 Charmed Life: Combat Luck (9 PD/9 ED)
    5 Charmed Soul: Power Defense (5 points)
    10 Legs Up To There: Change Environment 2" radius, -2 : OCV, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Only Affects Those Who Would Notice These Things (-1), No Range (-1/2), OIF (-1/2), Always On (-1/4)
    5 Magic Tophat: +2 with Magic (10 Active Points); OAF (-1)
    5 Magic Wand: Multipower, 10-point reserve, all slots: (10 Active Points); OAF (-1)
    1u 1) Hocus-Poke: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2)
    1u 2) Mumbo-Jumbo: +2 with HTH Combat (10 Active Points)
    1u 3) Abara-Cadabara: +2 with Magic (10 Active Points)
    2 Things My Parents Told Me: Cramming (5 Active Points); Only For Knowledge Skills (-1)
     
    32 The Magic's In The Music And The Music's In Me: Variable Power Pool (Magic Pool), 25 base + 7 control cost (38 Active Points); Side Effects (Extreme, Side Effects may be beneficial, completely different Power manifests than intended; -1/2), Variable Limitations (Incantations & Requires Incantations Throughout or Incantations & Delayed Phase) (requires -1/2 worth of Limitations -1/4) [Notes: Side Effects only occur if Magic Skill roll to change Magic Pool is failed.]
    0 1) Chim Chim Cheree: Luck 4d6, Usable By Other (+1/4) (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (-1/4) Real Cost: 17 [Notes: from Marry Poppins]
    0 2) I'm Gonna Wash That Man Right Outa My Hair: Teleportation 5", Safe Blind Teleport (+1/4), Megascale (1" = 1 km; +1/4), Usable As Attack (+1) (25 Active Points); Only Affects Men (-1), Variable Limitations (-1/4) Real Cost: 11 [Notes: from South Pacific]
    0 3) There's No Cure Like Travel: Teleportation 1", x4 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (24 Active Points); Variable Limitations (-1/4) Real Cost: 19 [Notes: from Anything Goes]
    0 4) (You've Gotta Have) Heart: +10 PRE, Ranged (+1/2), Usable Simultaneously (x4 Number of Targets +1) (25 Active Points); Only To Defend Vs. Presence Attacks (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (-1/4) Real Cost: 12 [Notes: from Damn Yankees]
    0 5) Light Of The World: Sight Group Images, Reduced Endurance (1/2 END; +1/4), Increases Size (32" radius; +1 1/4) (25 Active Points); Only To Create Light (-1), Variable Limitations (-1/4) Real Cost: 11 [Notes: from Godspell!]
    0 6) Impossible! It's Possible: Transform 2d6: clothes into different clothes (Cosmetic), Improved Target Group (+1/4), Area Of Effect (1" Any Area; +1), Selective Target (+1/4) (25 Active Points); Limited Target (clothes; -1/2), Variable Limitations (-1/4) Real Cost: 14 [Notes: from Cinderella]
    0 7) Getting To Know You: Telepathy 5d6 (25 Active Points); Receive Only (-1/2), Gradual Effect (1 Minute; -1/2), Variable Limitations (-1/4) Real Cost: 11 [Notes: from The King and I]
    0 8) Suppertime: Life Support , Eating: Character does not eat, Usable Simultaneously (x32 Number of Targets +1 3/4) (8 Active Points); Gradual Effect (5 Minutes; -3/4), Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (-1/4) Real Cost: 3 [Notes: from You're A Good Man, Charlie Brown]
    0 9) Oh! What A Beautiful Mornin': Change Environment (clear weather) 1" radius, Long-Lasting: 20 Minutes, Varying Combat Effects, Megascale (1" = 1 km; +1/4) (25 Active Points); Variable Limitations (-1/4) Real Cost: 20 [Notes: from Oklahoma]
    0 10) Human Again: Dispel Transform 8d6 (24 Active Points); Gradual Effect (5 Minutes; -3/4), Variable Limitations (-1/4) Real Cost: 12 [Notes: from Beauty and the Beast]
    Powers Cost: 115
     
    Cost Martial Arts Maneuver
    5 High Kick!: 1/2 Phase, +1 OCV, -2 DCV, STR +5d6 Strike
    5 Side Kick!: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike
    4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
    3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +2d6 Strike, Target Falls
    4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4 +1 HTH Damage Class(es)
    Martial Arts Cost: 25
     
    Cost Skill
    8 Defense Maneuver: I-III
    5 Magic (Power Skill) (INT-based) 14-
    3 Acrobatics 14-
    3 Acting 13-
    3 Contortionist 14-
    3 Oratory 13-
    3 Sleight Of Hand 14-
    3 Teamwork 14-
    3 KS: Broadway Songs (INT-based) 13-
    2 KS: Disney Songs 11-
    1 KS: Atlantean Magic 8-
    2 PS: Choreography 11-
    3 PS: Dancing (DEX-based) 14-
    3 PS: Singing (PRE-based) 13-
    0 Language: English (idiomatic; Native)
    Skills Cost: 45
     
    Cost Perk
    3 Well-Connected
    3 1) Contact: Black Swan (Contact has: useful Skills or resources, Good relationship with Contact) (4 Active Points) 11- [Notes: mother]
    3 2) Contact: the Master (Contact has: very useful Skills or resources) (4 Active Points) 11- [Notes: mentor]
    1 3) Contact: Oppenheimer (Contact has: useful Skills or resources) (2 Active Points) 8- [Notes: parents' ally]
    1 4) Contact: Vepero & Vespera (Contact has: useful Skills or resources) (2 Active Points) 8- [Notes: parents' allies]
    Perks Cost: 11
     
    Cost Talent
    3 Perfect Pitch
    2 Environmental Movement (no penalties on/in Wearing High Heels)
    Talents Cost: 5
     
    Total Character Cost: 350
     
    Pts. Disadvantage
    20 Accidental Change: Things Happen If She's Not Careful Singing Songs 14- (Common)
    5 Distinctive Features: Legs Up To There (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    0 Dependent NPC: Black Swan (her mother) 8- (As powerful as the PC; Useful noncombat position or skills)
    0 Hunted: Black Swan (her mother) 8- (As Pow; Watching)
    15 Hunted: The Undying Ka 11- (Mo Pow; Mildly Punish)
    20 Hunted: DEMON 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
    15 Hunted: Morningstar 11- (As Pow; Harshly Punish)
    20 Psychological Limitation: Code Of The Hero (Common; Total)
    10 Psychological Limitation: Searching For Prospero (her father) (Common; Moderate)
    10 Psychological Limitation: Unfamiliar With Magic (Common; Moderate)
    5 Psychological Limitation: Allows Looking, Not Touching (Uncommon; Moderate)
    5 Psychological Limitation: Attracted To Roguish Men With Goatees (Uncommon; Moderate)
    5 Reputation: Legacy Heroine 8-
    15 Social Limitation: Secret Identity (Frequently; Major)
    5 Social Limitation: Knows A Lot of Showtunes (Occasionally; Minor)
     
    Disadvantage Points: 150
    Base Points: 200
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
     
    Background/History: You would think that the child of two superheroes - one Mystery Man, one Mystery Woman - would have had some problems growing up. However, for the daughter of Prospero the Magician and his lovely assistant Black Swan, life was charmed. Her parents had retired from superheroics when the House Committee on UnAmerican Activities drove most of the Mystery Men into hiding. So Cora had a normal childhood, a normal life in the suburbs, with her father the stage magician and her mother the dance instructor.
     
    Of course, at home her parents told her all about their exploits with the other Mystery Men. She didn't really believe them when they told her of the Nazi zepplins or albino apes or immortal Scotswomen or demonic cultists or any of that stuff. If her father claimed to be descended from Atlantean sorcerers and her mother was a bit too into the martial arts, well, everyone's parents were weird.
     
    Even though she learned her love of dancing from her mother, Cora wanted to be a Broadway star - dancer, singer, actress. She had gone to Broadway and gotten several good parts - when her mother called her home. Cora's father had disappeared - leaving behind his magic tophat and magic wand. Her mother said that old enemies had caught up with him, and when Cora picked up her father's wand and put on his tophat, she finally knew the truth. And she knew what she had to do.
     
    With luck, pluck, and a few showtunes, she tracked down some of DEMON's minions who had been responsible for abducting her father. She gave them the old softshoe and the old hardshoe, and pretty much kicked their butts. But she did not find her father's whereabouts.
     
    Her mother was aghast. She immediately sent her daughter off to the Master - if she was getting involved in superheroics, she needed to know what she was up against. The Master was aghast - this girl was using Prospero's magic wand to poke people in the face! And, worse yet, she had great potential as a sorceress - but she'd started using showtunes for her magic, and seemed unable to break the habit.
     
    Personality/Motivation: Black Swan is an idealist - she fights the supernatural because it's the right thing to do, just like her parents taught her. She does not have any trauma in her life that has driven her to do what she is doing; in fact, she finds it difficult to understand people like that. (Although, if he has a goatee and a roguish sense of humor, she's probably attracted to him nonetheless...) She is not comfortable with magic, yet, but wants to learn more. This has made her unwilling to rely on magic, but unable to resist trying out new things with magic.
     
    Quote: "Supercalifragilisticexpialidocious? No, wait, that one's quite atrocious..."
     
    Powers/Tactics: Black Swan is more comfortable in hand-to-hand combat than in relying on her unpracticed magical abilities. She prefers fighting opponents who are going to take too much notice of her costume - up until the point of her foot is in their face. She relies on the Tappa-Tappa-Tappa to make her more effective for a series of kicks. Against skilled hand-to-hand combatants she'll try the Razzle-Dazzle. Generally, she'll use the magic wand for the Hocus-Poke, rather than enhancing her attack with some Mumbo-Jumbo.
     
    Her magical powers come into play out of combat. But she needs to sing an appropriate song to get the effect she wants, and the songs she choose sometimes have unusual and unanticipated effects (if she fails her Magic Skill roll to change her Magic Pool, the GM decides what power manifests). She uses her Magic Tophat and Magic Wand to help her focus her magic. Once she's found a song that does what she wants, she either needs to keep singing it (if the effect is Continuous or Persistent) or sing long enough for the magic to take effect (if the effect is Instant, she has a Delayed Phase).
     
    Campaign Use: Black Swan is an ingénue - she is innocent about magic, and about the truth of what she has gotten herself into. Even so, her abilities and the potential of her magic means she can hold her own as part of a team. A good use for her in a campaign would be to counterbalance the gloomy outlook of heroes who are driven by tragedy or misfortune - parents killed, merged with demons, cursed with uncontrollable powers, and suchlike. On the other hand, Black Swan needs to learn that the real world is not as happy as in her musicals.
     
    As a member of a team, Black Swan can be helpful because of the versatility of her Magic Pool - with the right songs, she can probably transport the team to trouble spots, and perform similar useful support tasks. She could cause a little problem for some of her teammates, though - the distraction because of her Legs Up To There affects anyone nearby who's going to notice such things. For the GM, she could definately cause problems - instead of relying on the player to write up her Magic Pool powers, the GM may be obliged to make up powers on the fly if her player decides to sing the Xanadu songbook. In such cases, the GM is free to decide "nothing happens" - particularly if the player cannot provide the lyrics to the song being sung. If new songs are decided in play, the player should write down their effects for later use.
     
    As she learns more, Black Swan should first increase the power of her Magic Pool. Eventually, she might learn the real use of her father's tophat and wand. To make Black Swan more powerful in your campaign, increase her Magic Pool to 50 - 60 points, increase her Magic skill roll, and add some Skill Levels.
     
    Plot Seed: When the player characters are fighting to foil DEMON's latest plot, Black Swan suddenly joins the fight. She is convinced that the plot is somehow related to her father's disappearance. However, in her zeal to find and rescue her father, she may miss something that would let DEMON succeed at whatever they are attempting. Can the player characters convince her to work with them, cautiously?
     
    Plot Seed: Black Swan made the mistake of singing a love song, to herself, softly. Her magic has now caused her to fall in love with one of the player characters' enemies. Maybe Foxbat. She's not going to help him commit crimes, but she can't let him get hurt - he's just misguided, not evil! Every time the player characters come close to trapping their foe, someone nearby sings a song and he is suddenly healed, or teleported away, or thousands of doves erupt into existence and confuse the fight sufficiently for him to regain the upper hand. Can the player characters find Black Swan and convince her that her love is oh, so wrong - before their foe convinces her that it is oh, so right?
     
    Plot Seed: There is a new, maverick superhero hunting supernatural monsters with his enchanted bow and magical arrows. He does not get along well with authority, does not work well wtih (most) others, and does not want to join the New Circle. Even though he keeps running into them while pursuing the same quarry. He is especially abrasive toward Night Hunter, although Black Swan seems smitten with him. Can the other members of the New Circle convince the two to work together to defeat a common foe - while keeping Black Swan's attention on the enemy, not the ally? And, yes, he probably has a goatee.
     
    Plot Seed: Black Swan makes the mistake of trying "Bibbidi-Bobbidi-Boo" out in a combat. She switches with alternate timeline Black Swans - none of whom notice anything amiss! The Master can probably put everything aright, but for the rest of the adventure, they're dealing with a succession of Black Swans: a Black Swan on rollerskates with legwarmers, who sings disco magic; a Black Swan who's African-American, with hotpants and a kickin' afro, who sings soul and gospel magic; a Black Swan in daisy dukes and cowboy boots, who's got a magic black velvet cowboy hat, and sings country music magic. 80s music Black Swan is likely to be interesting...
     
    Appearance: Wears tuxedo coat with tails, high heeled boots, and some amazing fishnet stockings. Also wears her father's magic tophat, and carries her father's magic wand.
  5. Like
    OddHat reacted in The New Circle   
    Re: The New Circle
     
    A rewritten form of Goyle, complete with pretty web page view.
     

  6. Like
    OddHat reacted to Enforcer84 in The New Circle   
    Re: The New Circle
    The MarvelJacob Williams; Jacob Waywalker; The Guardian

    Val Char Cost 50 STR 40 20 DEX 30 30 CON 40 15 BODY 10 13 INT 3 12 EGO 4 20 PRE 10 14 COM 2 25 PD 15 20 ED 14 4 SPD 10 16 REC 0 60 END 0 55 STUN 0 6" RUN 0 2" SWIM 0 10" LEAP 0 Characteristics Cost: 178
    Cost Power END 60 Half Blood Prince in the Court of Iron: Multipower, 60-point reserve 1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 0 6u 2) I Command the Lightning: Killing Attack - Ranged 3d6, Indirect (always comes from the sky; +1/4) (56 Active Points) 6 4u 3) I am that wich you fear most: Variable Special Effects (Any SFX; Can assume any "Mythical Properties" (Wood, silver, cold iron, sunlight, water, etc); +1/2) for up to 60 Active Points of Strength, Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (45 Active Points) [Notes: This allows him to play on vulnerabilities and such. He can change at will. His appearance doesn't change when using this. ] 4 2u 4) Reduce the Mighty to Ash: HKA 2d6 (4d6 w/STR), Armor Piercing (+1/2) (45 Active Points); Only vs the Supernatrual (Vampires, Werecreatures, Demons, etc) (-1) 4 1u 5) Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2 1u 6) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10 1u 7) Supernatrual Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Only against Mystical/Supernatural Creatures (-1), Extra Time (Full Phase, -1/2) 1u 8) Walls quail at my might: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 60 Active Points of STR (15 Active Points) 1 10 I Fear not the Magic you wield: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only Works Against Limited Type of Attack (Magic/Supernatural Effects; -1/2) 0 10 I Fear not your claws or fangs: Physical Damage Reduction, Resistant, 25% (15 Active Points); Only Works Against Limited Type of Attack (Magic/Supernatural Effects; -1/2) 0 12 Marvelous Senses: +4 PER with all Sense Groups 0 24 The Earth Does Not Cage Me: Flight 12" 2 16 Toughened Skin: Damage Resistance (18 PD/15 ED) 0 Powers Cost: 149
    Cost Skill 3 Analyze: Magic 12- 3 Bureaucratics 13- 3 High Society 13- 3 Hoist 12- 3 Paramedics 12- 3 Scholar 1 1) KS: Arcane And Occult Lore (2 Active Points) 11- 1 2) KS: Heraldry (Fey Court) (2 Active Points) 11- 1 3) KS: Legends And Lore (2 Active Points) 11- 1 4) KS: The Mystic World (2 Active Points) 11- 1 5) KS: The Superhuman World (2 Active Points) 11- Skills Cost: 23
    Val Disadvantages 5 Distinctive Features: Confusing Aura (Hybrid Human/Fey) (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: The Devil's Advocates 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Zaran the Artificier 8- (Mo Pow, Harshly Punish) 5 Physical Limitation: Heavy (Infrequently, Slightly Impairing) 20 Psychological Limitation: Code of Chivalry (Common, Total) 10 Psychological Limitation: Enjoys using his powers (Common, Moderate) 15 Psychological Limitation: Protective of the Innocent (Common, Strong) 10 Reputation: Is that the Legend? No...it couldn't be!, 11- 15 Social Limitation: Secret Identity (Frequently, Major) 10 Vulnerability: 2 x STUN Mistletoe (Weapons created by it, using it in as a spell component) (Uncommon) 5 Vulnerability: Fey Charms (Uncommon) Disadvantage Points: 150Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 1.96 mHair: BlackWeight: 227.00 kgEyes: BlueAppearance: Tall, very muscular. Jacob is heroically proportioned. He has jet black hair and blue eyes. His flesh is more dense than normal and he weighs more than he looks. His costume consists of a black muscle "T" with a silver oak tree on his chest. He wears a blue cape pinned to his shoulders with silver discs, he wears a pair of high blue trunks over black leggins, and blue boots. His gloves are black driving gloves. He wears a black domino mask. Personality: The Marvel is a being of tremendous physical power. He is the child of a fey queen and as such a supernatural being in his own right. He was raised by his mortal father and trained in his heritage by the Master. Jacob's powers come easy to him. He enjoys the occasions that he gets to "cut loose" and use them. He's also a respectful, polite, and pays more than lip service to the rules of chivalry (this he gets from his father, a professor of Medival History). Quote:"Really? I haven't fought a demon in almost three days! We have got to tighten the visa requirements around here!""It's alright miss, I have you."
    "Holy Moley!"

    Background: "I am sorry father." The boy wiped the blood from his lip. His father's blow stung, but it didn't really hurt Jacob. That was part of the problem. Jacob's heritage frightened his father.
    The older man was breathing heavily. Looking down in to his son's eyes he could feel the shame in the pit of his stomach. He feared Jacob. But the boy had never once acted against him. John Williams knew his seven year old son could crush him with his bare hands, but the boy always behaved, always deferred to him. John's fear often found expression in violence. He was impotent against this child, how could he have promised her that he'd take care of him?
    "Go to your room Jacob." He said as he turned away.
    "Yes, father." And to his room Jacob went. He hated himself. As much as John feared his son, Jacob loved his father. He wanted to be a regular boy, not some supernatural freak of nature. He hated not playing catch, or going to movies, or any of it. All because he was different. Jacob cried.
     
    "It's not your fault John," the old Japanese man was being kind but his voice betrayed a hint of displeasure.
    "She never should have...I miss her, you know? Why didn't she tell me the birth would kill her?"
    "She couldn't be sure until the very end, John. You need to work past this, your son needs you."
    "Me? What can I do that he can't?"
    "Teach him to be a man, John. He deserves that much. Treat him like a child and teach him what it means to have the power he possesses."
    "I-I don't know..."
    "Here, this is the number of a very gifted family councilor, she has worked with many of my students' families, when Jacob is old enough, and I’ll be back."
     
    The next eleven years were surprisingly good for Jacob. He finally had his father; they played football, went fishing, Jacob went to public schools. Things were great.
    "Congratulations Jacob, can I get a picture of the valedictorian?" John gushed at his son's graduation. Jacob had his mother's grace and eyes. John had become the man Jacob needed. Jacob had grown into a man, one she'd be proud of. Jacob enrolled at the university. He still went to the restaurant to talk with the Master and the other pupils. His abilities were easy to focus and use. He'd needed more training in the walking amongst men. John had taken care of that.
     
    "You will be a succulent morsel, my pet." Sure, it was camp. The gothic suit and slicked back hair were almost a parody, but when you had the power, you could be forgiven your eccentricies. Armand was a vampire, and a powerful one. He'd been freed from his sire due to the latter's destruction at the hands of the Legend, and clawed his way to a position of power himself. Slowly building an army of lesser, attractive, college aged vampires to help him in his plans for carving out an empire of his own; Armand had grown rather complacent. He was still a small fish in a big pond and "heroes" like the Legend and Athenian had bigger fish to fry.
    "I'd say that you have to have the worst case of "Movie Vampireitis" I have ever encountered.
    The voice was strong, confident, and ...amused?
    Armand turned his head to see, his pulse quickened...the Legend? Is it?
    "No, you are not he. What manner of being are you?" Armand’s senses gave him mixed signals. Was this muscle bound child a threat?
    "I am Jacob Williams, of the Iron Blooded." The young man said as he strode towards the vampire.
    "That will look nice on your tomb." Armand smiled and tossed the entranced young woman to the floor. He whirled around with inhuman speed and lunged at the "Iron Blooded".
    Armand’s momentum was halted by the youth's outthrust hand. A sound not unlike a step in deep mud signified the loss of breath the vampire was now feeling.
    Jacob tossed the vampire across the room as a child might discard a toy he had grown bored with. After checking the girl for breathing he turned on Armand. The vampire was rising, fury shone clearly from his eyes. He quickly spoke the words of enchantment and a burst of hellfire flew towards the interloper, striking him in the chest. After the ball of fire dissipated and Armand could see again, his jaw dropped. His tormenter hadn't even been moved by the blast. Perhaps, it was the Legend? Armand chose discretion to valor and turned into mist floating through the vents in the room, his escape plan should this very situation present itself.
    He heard a chuckle behind him as he ascended but he could not sense any pursuit. Finding himself on the roof of the building he reformed.
    "What kept you?" Said the same voice, this time laced with smug, self congratulations.
    "What are you?!?" Armand shouted. But it was the last thing he would ever say. Before he could summon another spell, the youth leapt forward and struck a blow so powerful it shattered Armand’s chest cavity.
    "This will take a while to heal from," Armand thought to himself. He was desperately trying to concentrate and transform into a bat to escape when he felt searing pain in his chest. This was no mortal champion. Whoever this being was; his touch seemed had the same effect as the light of the sun. Armand screamed before his body turned to dust and blew away.
    Jacob wiped the dust from his forearm and glove. His work was done here. He wondered if he could still make his civics class. Then he remembered the girl and shelved that thought. He had to make sure she was okay.
    "All in a days work, Father." Jacob smiled and looked to the skies, "Just another day in the life of the "Marvel", eh?"
    Powers/Tactics: Classic "Original" style archetype. Flying strongman. His defenses are impressive, but against the supernatural, they are awe inspiring. His major magical abilitiy is to alter the property of his skin, mimicking various supernatural elements, and materials (such as wood, silver, cold iron). However, this ability is passive and does not alter his appearance in any way. Jacob can fly and has several superhuman senses. Campaign Use: A "rival" for Legend. Basically, he's the Captain Marvel to Jack Westlake's Superman. Use the version that makes the most sense.
  7. Like
    OddHat reacted to pruttm in DEMON Adventures   
    Ages ago I started a meta-plotline in my Champions game that lasted nearly five years. The main adversary was a version of DEMON that was based on Classic Organizations DEMON but enhanced with my own characters and ideas. I really liked the idea of the Inner Circle including different magical backgrounds. I decided that each Inner Circle member ran a branch of DEMON but had access to the DEMON technology, artifacts and wealth. I took the building blocks of Doctor Wu and created the Immortal sorcerer Blood Dragon. At his right-hand was a man named Blood Finger. He was a fiercely loyal but very sadistic martial arts master. Blood Dragon's goal was to build an ancient artifact called the Orb of Omniscience. This item was created eons ago by a god that wanted to part with his power. He poured his powers into the orb and split it into five sections. The god created pieces because his power couldn't be destroyed. Each section was flung to different corners of the world so it could not be easily assembled again. The god then walked away to experience the life of a mortal. Each piece was very powerful and wanted to be used. Each one found a way to evolve into something valuable to humanity in its region. When they fell into human hands it helped to fuel various groups into long lasting existence. The pieces managed to empower the lives of the Greeks, The Norse, The Aztecs, The Celts and the oddest being a cult based on the god Pyaray from Moorcook's Elric Saga. More on that strangeness later. The Egyptian people were also intertwined with these objects as they attempted to reassemble the Orb before anyone in history attempted the feat.
     
    DEMON and the player characters moved through each adventure that uncovered the pieces in modern times and attempted to secure the Orb piece before the other. During the creation of one of these scenarios I took a stab at writing an adventure book just to see how it would turn out. Here I present The Mystery of Sable Island.doc which details the first few acts in the adventure to locate the orb piece that fueled the now long dead Pyaray cult. Inside are details on the locales of Sable Island and The offshore energy platformThebaud. Character details for Blood Finger, the eccentric Russ Mason and the songstress Howler. rigs, a giant squid, sorcerers and song...what's not to like? All this is complemented by photos, art, and maps in Microsoft Word format.
     
    If there is interest I can locate more odds and ends from the final act of this adventure which didn't make it into the document above as well as other interesting pieces from my campaign's DEMON.
     
    Pete Ruttman
  8. Like
    OddHat reacted to Kristopher in The New Circle   
    Re: The New Circle
     
    And now, because I started working on her again to post her here, I present...
     
     
    Saviel -- the War Angel, the Scourge of Heaven
     
    Saviel's Picture
     
    PS: Feel free to, you know, say something nice...
  9. Like
    OddHat reacted in The New Circle   
    Re: The New CircleI finally finished enough of this villain to be willing to show him to others: Thornmallow, also known as The Iron Lich.
    ThornmallowAlbert Thornmallow, The Iron Lich

    Val Char Cost 50/100 STR 40 18 DEX 24 30 CON 40 25 BODY 30 23 INT 13 28 EGO 36 25 PRE 15 4 COM -3 30 PD 20 30 ED 24 2 SPD 0 16 REC 0 60 END 0 65 STUN 0 12" RUN 12 0" SWIM -2 10"/20" LEAP 0 Characteristics Cost: 249
    Cost Power END 30 Body of enchanted iron: Damage Resistance (30 PD/30 ED) 0 30 Life beyond death: Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 0 Magesight: Mental Awareness 0 37 Sense life: Detect living things (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense 0 60 Spontaneous sorcery: Variable Power Pool (Magic Pool), 40 base + 20 control cost, (60 Active Points) 50 Prepared sorcery: Multipower, 75-point reserve, (75 Active Points); Requires A Sorcery Skill Roll To Change (-1/2) 7u 1) Archmage's riposte: (Total: 74 Active Cost, 74 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (Real Cost: 50) plus +12 with any single attack (Real Cost: 24) 0 7u 2) Burn with my rage: Killing Attack - Ranged 5d6 (75 Active Points) 7 7u 3) Curse of the worm: Sight, Hearing, Smell/Taste and Touch Groups Flash 12d6 (75 Active Points) 7 7u 4) Lesser banishment: Dispel Summon 25d6 (75 Active Points) 7 7u 5) Soulfire: Ego Attack 7d6 (70 Active Points) 7 20 Necromantic battery: Endurance Reserve (100 END, 10 REC) (20 Active Points) 0 140 The Great Key: Multipower, 210-point reserve, (210 Active Points); all slots OIF Unbreakable (-1/2) 13u 1) Arcanowave filter: Suppress 10d6, Costs END Only To Activate (+1/4), Personal Immunity (+1/4), Explosion (+1/2), All powers with a magical SFX simultaneously (+2) (200 Active Points); OIF Unbreakable (-1/2) 19 14u 2) Arcanowave receptor: (Total: 207 Active Cost, 139 Real Cost) Absorption 12d6 (energy, Necromantic battery) (60 Active Points); OIF Unbreakable (-1/2) (Real Cost: 40) plus Absorption 12d6 (magic, Necromantic battery) (60 Active Points); OIF Unbreakable (-1/2) (Real Cost: 40) plus Sight Group Flash Defense (20 points), Difficult To Dispel (x2 Active Points; +1/4) (25 Active Points); OIF Unbreakable (-1/2) (Real Cost: 17) plus Power Defense (20 points), Difficult To Dispel (x2 Active Points; +1/4) (25 Active Points); OIF Unbreakable (-1/2) (Real Cost: 17) plus Armor (0 PD/20 ED), Difficult To Dispel (x2 Active Points; +1/4) (37 Active Points); OIF Unbreakable (-1/2) (Real Cost: 25) [Notes: default power] 0 5u 3) Big, heavy, and hard: +50 STR, Affects Desolidified Affects Desolidified with mystical SFX (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (112 Active Points); No Figured Characteristics (-1/2), OIF Unbreakable (-1/2), Conditional Power Only usable as a lever or as a weapon (-1/4) 14u 4) Fold the path: Teleportation 12", x16 Increased Mass, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" radius; +3/4), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (209 Active Points); OIF Unbreakable (-1/2) 20 14u 5) Harmonic barrier: Force Wall (20 PD/20 ED/10 Mental Defense/10 Power Defense; 8" long and 3" tall), Costs END Only To Activate (+1/4) (210 Active Points); OIF Unbreakable (-1/2) 17 13u 6) Harmonic neutralizer: Drain 9d6, Personal Immunity (+1/4), Any one magic SFX Power (+1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2) (202 Active Points); OIF Unbreakable (-1/2) 9 14u 7) Open the door: Extra-Dimensional Movement (Any Dimension, Any Location), x16 Increased Weight, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (210 Active Points); OIF Unbreakable (-1/2) 19 Powers Cost: 489
    Cost Skill 18 +6 with Magic 19 Power 23- 3 AK: Planar Lore 14- 0 AK: Ventimiglia 8- 0 Acting 8- 3 Bribery 14- 3 Bureaucratics 14- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 3 Cryptography 14- 3 Deduction 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 Linguist 0 1) Language (native): English (idiomatic; Literate) (4 Active Points) 3 2) Language: Ancient Mayan (completely fluent) 2 3) Language: Gaelic (completely fluent) (3 Active Points) 2 4) Language: Greek (completely fluent) (3 Active Points) 3 5) Language: Hebrew (completely fluent) 2 6) Language: Latin (idiomatic) (4 Active Points) 3 7) Language: Mandarin (completely fluent) 3 8) Language: Persian (idiomatic) (4 Active Points) 3 9) Language: Russian (idiomatic) (4 Active Points) 3 10) Language: Ventimiglian (idiomatic) (4 Active Points) 3 Mechanics 14- 3 Oratory 14- 3 PS: King of Ventimiglia 14- 3 Paramedics 14- 0 Persuasion 8- 3 Scholar 2 1) KS: Alchemy (3 Active Points) 14- 2 2) KS: Arcane and Occult Lore (3 Active Points) 14- 2 3) KS: Cults and Fringe Religious Groups (3 Active Points) 14- 2 4) KS: Demon Lore (3 Active Points) 14- 2 5) KS: Legendary Magic Items and Artifacts (3 Active Points) 14- 2 6) KS: Magic Item Crafting (3 Active Points) 14- 2 7) KS: Magical Diseases and Curses (3 Active Points) 14- 2 8) KS: Necromancy (3 Active Points) 14- 2 9) KS: Occult History (3 Active Points) 14- 2 10) KS: Places of Mystery (3 Active Points) 14- 2 11) KS: Ritual Magic (3 Active Points) 14- 2 12) KS: Secret Societies (3 Active Points) 14- 2 13) KS: Technomancy (3 Active Points) 14- 2 14) KS: Undead Lore (3 Active Points) 14- 3 Scientist 2 1) SS: Biology 14- (3 Active Points) 2 2) SS: Chemical and Biological Weapons 14- (3 Active Points) 2 3) SS: Chemistry 14- (3 Active Points) 2 4) SS: Physics 14- (3 Active Points) 2 5) SS: Robotics 14- (3 Active Points) 2 6) SS: Thermodynamics 14- (3 Active Points) 0 Shadowing 8- 0 Stealth 8- 3 Systems Operation 14- Skills Cost: 146
    Cost Perk 15 Money: Filthy Rich 100 Base (500pts.) 15 Fringe Benefit: Diplomatic Immunity, Head of State Perks Cost: 130
    Val Disadvantages 20 Distinctive Features: Fuming metal colossus (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Physical Limitation: Cannot Leap (Infrequently, Greatly Impairing) 5 Physical Limitation: Colorblind (Infrequently, Slightly Impairing) 10 Physical Limitation: Extremely Large and Heavy, cannot use normal clothes or items (Frequently, Slightly Impairing) 10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) 15 Psychological Limitation: Doesn't Hurry (Very Common, Moderate) 10 Psychological Limitation: Indifferent to human life (Common, Moderate) 10 Psychological Limitation: Overconfident (Common, Moderate) 10 Psychological Limitation: Short tempered (Common, Moderate) 15 Reputation: Lich King of Ventimiglia, 11- (Extreme) 20 Social Limitation: No one likes undead wizards (Very Frequently, Severe, Not Limiting In Some Cultures) 10 Watched: Circle Of Eight 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 5 Watched: De Schola Arcanum 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 150Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 664Total Experience Available: 664Total Character Cost: 1014Height: 3.50 mHair: noneWeight: 1600.00 kgEyes: noneAppearance: Thornmallow long ago cast aside most of his flesh and the weaknesses to which it is heir, replacing it with a metal body of his own design. He has had several such bodies, improving the design each time. His current body is a metal colossus three meters tall, weighing roughly 1600 kilograms. Thornmallow's metal shell is fueled by necromancy and diesel fuel; an exhaust pipe rises from each shoulder, and black, foul-smelling smoke billows from these pipes whenever Thornmallow physically exerts himself. In lieu of a head, the metal body has a thick round window in its chest, behind which is a noxious fog or liquid, which glows with a sickly yellow light. Floating in this yellow miasma is the skull and a few withered organs of Albert Thornmallow: all that remains of his original human body.Personality: Thornmallow is as patient as death and as vindictive as an ex-lover. He never forgets, and he never forgives, no matter how small the insult. However, he rarely indulges himself in feuds or rivalries, deeming them to be a distraction from his research. Thornmallow is content to bank the fires of his hatred and take his revenge when it is most efficient. However, he is not without virtues. Thornmallow respects those whose passion for knowledge mirrors his own, and he even displays a grim sense of humor on occasion. He does not allow these traits to interfere with his goals, of course. 
    Thornmallow is rarely seen outside of Ventimiglia. Most of his time is spent in the bowels of his castle, conducting obscene experiments or deciphering ancient tomes. On the rare occasions when he is encountered elsewhere, he has a specific purpose in mind: sometimes several specific purposes.
    Quote:(rasping metallic voice) "Very few people can be totally ruthless. It takes more strength than you might believe."Background: Albert Thornmallow was born in Scotland in the year 1765. A brilliant child, he excelled in his studies but was never well liked by his tutors or his classmates. As he grew older, Albert made few friends, and he preferred it that way: Albert was much happier in the company of such luminaries as Paracelsus and Albert's namesake, Albertus Magnus, whose works he pored over until the early dawn, cursing the weakness of his body that it required sleep. Albert continued to be fascinated by both the natural sciences and the supernatural, reading voraciously and studying the work of every great thinker he could discover. And yet, for all his genius, Thornmallow was unable to reconcile the arcane secrets of the ancients with the natural philosophy of his time. He felt, nay, he KNEW, that the ultimate secrets of life and death were almost within his grasp, but they continued to elude him. Had it not been for two exceptional events, Albert Thornmallow may have lived and died as a brilliant but unloved man. 
    The first exceptional event was the work of Antione Laurent Lavosiser, who overthrew the philogiston theory and replaced it with an atomic theory of matter based on identifiable elements that make up the air, water, organic material (earth), and fire. Lavosiser's work in chemistry in the late 18th century shook the foundations of all the physical sciences, including biology. They shook Thornmallow, as well. With the revelations of Lavosiser at his disposal, Thornmallow could combine his arcane research with modern science. The building blocks of life, of matter, of the universe itself were finally subject to his control. He could rework the fabric of reality, the weak and fragile fabric of life, according to a better design -- his design -- if only he had the funding. Unfortunately for Thornmallow, what small fortune his parents possessed had funded his early education. By the time Albert had graduated from the University of Ingolstadt, where had made much use of the best anatomy theater in Europe, his parents were both dead, and Albert's funds were exhausted.
     
    A second exceptional event was to rescue Albert from obscurity. During a festive May Day celebration in the spring of 1792, the entire royal family of the small Eastern European country of Ventimiglia were all killed in a bizarre photography accident. The last living relative in the line of succession was none other than Albert Thornmallow. Albert ascended to the throne of Ventimiglia in the winter of 1792, and has held it ever since. Finally, Albert had the resources at his command to fulfill his ambitions. Over the next hundred years, he delved into the secrets of life, and of death, mastering numerous sciences arcane and mundane along the way, but always returning to his passions: biology and necromancy.
     
    The Principality of Ventimiglia is a small, mountainous country bordered by Germany and the Czech Republic, with a population of just over 70,000 people, and a land area occupying roughly 470 square kilometers. Thornmallow is a gifted warlock and a brilliant scientist, but a mediocre ruler; Ventimiglia's fortunes have been mixed under his rule. While he successfully kept Ventimiglia out of the entanglements of the World Wars, it was at the cost of a Soviet occupation lasting nearly 70 years. Thornmallow did not care: he allowed the Soviets to handle the drudgery of administrating his country while he occupied himself with his studies. The years since the Soviet withdrawal have been difficult for Ventimiglia, requiring Thornmallow to take a more active role in its governance. He has overseen the creation of an elected Parliament, and has drafted a Constitution granting the Ventimiglian Parliament specific and carefully circumscribed authority (reserving all other powers to himself).
    Powers/Tactics: The enchanted metal colossus which serves as Thornmallow's body is strong enough to lift around 25 tons, and is virtually indestructible. In addition to his merely physical strength, Thornmallow is one of the most skilled warlocks and necromancers on earth. Although he is capable of potent and varied effects, most of these require significant preparation and equipment. In the press of combat, his options are as varied but somewhat limited in power. In his subterranean laboratory, however, there is very little which is beyond his power to accomplish. 
    Thornmallow also carries a massive staff which resembles a double-bladed spear, called the Great Key, which allows him to control the arcanowave vibrations of reality itself. Thornmallow has created several Great Keys, each more powerful and more massive than the last. His current Great Key weighs approximately 800 kilograms, and is capable of opening dimensional portals, creating powerful barriers, and absorbing a variety of natural and magical energies, in addition to other effects. Most of the effects of the Great Key are activated by Thornmallow slamming its base against the ground. At need, Thornmallow can also wield the Great Key as a blunt instrument in combat, but he rarely engages in combat directly, preferring to observe a battle and aid his allies indirectly or through the medium of summoned creatures or arcano-mechanical horrors like himself. Even when on an otherwise peaceful errand, Thornmallow is always attended by two or three of his hellhounds: massive armor-plated wolves with steam-driven steel jaws. If pressed into physical combat himself, Thornmallow is likely to use the Great Key to escape at the first opportunity.
    Campaign Use: Thornmallow is a member of the Circle Of Eight, a group of powerful sorcerers and necromancers whose only common interest is staying out of each other's way. Thornmallow rarely engages superheroes directly, doing his best to avoid them unless their destruction is actually his goal. Thornmallow is viciously vindictive, and will hold grudges for generations, making it possible for him to Hunt heroes whom he has never met because of an offense caused by one of their ancestors. However, Thornmallow considers it a waste of his time to make a special trip simply to settle an old grudge. Any appearance he makes will certainly have some other purpose. 
    Thornmallow's primary motivation is the accumulation of knowledge. To this end, he conducts bizarre experiments and collects rare artifacts and tomes. He does not usually allow the matter of an artifact's current ownership to interfere in this acquisition. A secondary motivation for Thornmallow is his own longevity. He has every intention of living forever, in one form or another, and would certainly investigate any scientific or arcane discovery which might extend his already considerably-extended lifespan.
  10. Downvote
    OddHat got a reaction from Myrmidon in The New Circle   
    Re: The New CircleThe Mighty Atom! (Golden Age)
    OppenheimerAdam Oppenheimer

    Val Char Cost 25 STR 15 23 DEX 39 23 CON 26 15 BODY 10 18 INT 8 14 EGO 8 20 PRE 10 10 COM 0 11/37 PD 0 11/37 ED 0 5 SPD 17 10 REC 0 46 END 0 40 STUN 0 9" RUN 0 2" SWIM 0 7"/13" LEAP 0 Characteristics Cost: 133
    Cost Power END 6 Quick and Strong: Running +3" (9" total) 1 2 Skilled Athlete: Leaping +2" (7"/13" forward, 3 1/2"/6 1/2" upward) 1 6 You can't slip that by me.: +2 PER with all Sense Groups 0 12 Tough and Lucky: Combat Luck (6 PD/6 ED) 1 Amazing Health: Life Support (Longevity: 200 Years) 0 10 Faith and Will: +5 with Ego Rolls 89 A Lifetime Of Adventure!: Variable Power Pool, 45 base + 44 control cost, Cosmic (+2) (111 Active Points); Limited Class Of Powers Available Limited (Only Super Skills and Martial Arts; -1/2) [Notes: Keep the special effects in mind when choosing powers gained through a Lifetime of Adventure; this is not a Wuxia or Chi power pool. If it is not an ability that an action movie hero might display, or a Super Skill that you would be willing to allow in a Dark Champions campaign, it should not be allowed here. However, the range of powers that is possible within those limits remains vast. If one of the Super Skills listed would cause trouble in your campaign, don't use it.] 0 1) Serpentine!: Desolidification (affected by anything that would bypass Combat Luck) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 27 [Notes: The Serpentine technique may look strange, but it will allow the user to avoid almost any attack and to escape many bonds.] 4 0 2) It's All In The Reflexes: Missile Deflection (Arrows, Slings, Etc.), Missile Reflection, Reflect At Any Target (40 Active Points) Real Cost: 40 0 0 3) Expert Timing: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2), By Default Placed Shot Against Living Target Power loses about a fourth of its effectiveness (-1/4) Real Cost: 26 [Notes: This blow represents expert timing and precise placement; it should not be used with placed shots, as it is already hitting a vital location by default. It does not add to Knockback, and should not be used against objects or individuals without Hit Locations.] 4 0 4) Amazing Throwing Skill: Killing Attack - Ranged 3d6 (45 Active Points); Range Based On Strength (-1/4), IIF (Objects of Opportuity; -1/4) Real Cost: 30 [Notes: Even seemingly harmless objects can be thrown with deadly force and accuracy using this skill.] 4 0 5) Fight Through The Pain: Force Field (18 PD/18 ED), Hardened (+1/4) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1d6 KA after power is deactivated; -1/2) Real Cost: 30 [Notes: Pure willpower is the key to this trick, tensing muscles to hold bones in place and ignoring the pain even as it tries to consume you. After concentration fades, the pain returns.] 4 0 6) Shaking It Off: Healing Standard Healing 4 1/2d6 (45 Active Points); Self Only (-1/2) Real Cost: 30 [Notes: This ability to shake off the effects of many sorts of injury should not be used to repair the internal damage caused by the use of such powers as In The Zone or Fight Through The Pain.] 4 0 7) Impossible Stealth: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2) Real Cost: 25 0 0 8) Incredible Insight: Retrocognitive Clairsentience (Sight Group), +2 to PER Roll, Rapid (x10) (45 Active Points); Retrocognition Only (-1) Real Cost: 22 [Notes: This is a form of Sherlock Holmes style Super Detective Work, allowing incredible insights into what happened in a given area in the recent past. If it would interfere with a plotline, apply perception modifiers or simply allow it to fail.] 4 0 9) I've Been In This Situation Before: +7 DEX (21 Active Points); No Figured Characteristics (-1/2) Real Cost: 14 [Notes: A favorite when in combat, this ability represents years of experience against a vast range of foes.] 0 10) Amazing Acrobatic Skill I: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 [Notes: A lifetime of experience has granted Oppenheimer enough skill to leap from an air-plane and still land safely on the ground.] 0 0 11) Amazing Acrobatic Skill II: Leaping +6" (7"/13" forward, 3 1/2"/6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 1 0 12) I Can Climb Anything: Clinging (normal STR) (10 Active Points) Real Cost: 10 0 0 13) Damn Lucky: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Restrainable (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Must Be Aware Of Attack; -1/4), Nonpersistent (-1/4) Real Cost: 15 [Notes: This skill is often switched off with I've Been In This Situation Before, depending on what is most needed at a given time.] 0 0 14) Burst of Superhuman Strength: +45 STR (45 Active Points); No Figured Characteristics (-1/2), Instant (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Causes 1d6 KA to self; -1/2), Nonpersistent (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Real Strength; -1/4) Real Cost: 15 [Notes: Through use of leverage tricks and deep concentration, a Strongman can accomplish seemingly impossible feats of Strength. However, the price for such an effort is high, and may be paid in torn muscles and snapped tendons. This skill carries the Limit "Real Strength". Real world strong men have snapped thick chains, flipped large cars, pulled trains, and performed amazing feats that looked impossible. This skill should allow all of that, as well as allowing the breaking of holds and escape from bonds. However, it should not allow the strongman to lift aircraft carriers and perform genuinely impossible tasks.] 4 0 15) I Can Spot That Trick: Clairsentience (Sight Group And Detect Magic), Analyze, Discriminatory, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to detect evidence of Magic; -1 1/2) Real Cost: 18 [Notes: Long training has allowed the user of this skill to detect evidence of Magic] 1 0 16) Amazing Ventriliquism!: Hearing Group Images 1" radius, +/-5 to PER Rolls, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points) Real Cost: 40 0 0 17) In The Zone: Aid SPD 3 1/2d6 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (44 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (1d6 KA after last of SPD fades; -1/2) Real Cost: 29 [Notes: An athlete In The Zone can briefly exceed his body's normal limits, running faster, striking more accurately, pushing harder. Afterwards, the body must pay a price for such exertion.] 0 Powers Cost: 126
    Cost Martial Arts Maneuver Boxing and Wrestling 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Manly Boxing: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 4 4) Reversal: var Phase, -1 OCV, -2 DCV, 50 STR to Escape; Grab Two Limbs 4 5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab 8 6) +2 HTH Damage Class(es) Martial Arts Cost: 27
    Cost Skill 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Cults and Secret Societies (2 Active Points) 11- 1 3) KS: Jewish Theology and Philosophy (2 Active Points) 11- 1 4) KS: Mystic World (2 Active Points) 11- 1 5) KS: Strength Training and Nutrition (2 Active Points) 11- 1 6) KS: Superhuman World (2 Active Points) 11- 1 7) KS: Supernatural Creatures (2 Active Points) 11- 1 8) KS: Western Martial Arts (2 Active Points) 11- 12 +4 with Martial Maneuvers 20 +2 Overall 3 Oratory 13- 2 PS: Performer and Strength Coach 11- 2 PS: Small Business Man 11- 3 Linguist 0 1) Language: English (idiomatic; literate) (5 Active Points) 1 2) Language: German (completely fluent) (3 Active Points) 1 3) Language: Hebrew (fluent conversation; literate) (3 Active Points) 1 4) Language: Russian (basic conversation; literate) (2 Active Points) 1 5) Language: Yiddish (completely fluent) (3 Active Points) Skills Cost: 57
    Cost Perk 5 Money: Well Off [Notes: Income from books, infomercials and merchandise] 2 Reputation: Old-Time Hero, Fitness and Self Help Guru (A medium-sized group) 11-, +2/+2d6 Perks Cost: 7
    Val Disadvantages 10 Reputation: Strange Little Self Help Guru and Old Time Hero, 11- 15 Social Limitation: Public Identity: Adam Oppenheimer (Frequently, Major) 10 Social Limitation: Known Weirdness and Trouble Magnet (Frequently, Minor) 10 Distinctive Features: Short, Extremely Over-Muscled Old Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Various students and people in need of the week 8- (Normal) [Notes: Oppenheimer tends to fall naturally into the position of grandfather, and his many young students and friends often turn to him for help.] 20 Psychological Limitation: Will Not Kill Humans (Common, Total) 15 Psychological Limitation: Devout Reconstructionist Jew (Common, Strong) 15 Psychological Limitation: Protective of the Innocent, Supports hard Luck Cases so long as they seem to be trying (Very Common, Moderate) 15 Psychological Limitation: Endlessly Optimistic and Encouraging (Very Common, Moderate) 15 Hunted: Watched by the Trismegistus Council 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: The Council has called on Oppenheimer's help many times over the decades.] 15 Hunted: US Government 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Several factions within the US Government are aware of Oppenheimer's connections to the Mystic World, and have used him as a liason to less law abiding supers.] Disadvantage Points: 150Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 1.62 mHair: GreyWeight: 100.00 kgEyes: BlueAppearance: Oppenheimer is a short, extremely muscular man with short grey hair and a trimmed grey beard. Facially he appears to be in his early sixties, but his physique is that of an athlete in his prime. In combat, he prefers to wear a black wrestler’s singlet. Out of combat, he prefers a conservative and extremely out of style blue wool suit.Personality: Adam Oppenheimer is wise, experienced, and relentlessly optimistic. The intensity of his personality can be enormously charming or deeply disturbing. He has made and lost fortunes, learned and forgotten esoteric skills, and encountered many of the greatest heroes and villains of the age. He knows that true super-humans have an advantage when facing a merely human foe, yet he has also proven many times that experience counts.Quote:“There is nothing you can not do, so long as you have both faith and will.â€Background: The blood red creature drifted in the air, crimson crown upon its head. It grinned as the chanting of the acolytes neared a fever pitch. The sacrifice, limp upon the Alter, found her throat too raw for wailing. 
    The skylight exploded.
     
    A figure dropped amidst the acolytes. Wasting no time, the small man leaped forward, grabbing the sacrifice as he passed and landing lightly across the room. He then bounded up again and fled the way he had come, covering nearly twenty feet in a single extraordinary jump.
     
    The blood drenched thing roared its anger. It flew through the air in pursuit, the acolytes forgotten.
     
    On the roof the short, stout man put the exhausted girl down, whirling to meet his rising foe. The beast snarled as it hovered against starlight. A lance of crimson light struck from the crown towards the small man, and missed.
     
    “You!†The tone of the blood soaked thing was incredulous. “You have no power! No hint of magic! You dare to interfere?!†The beast punctuated this with another burst of blood red light. Again the small man dodged, with the slightest shifting of weight.
     
    The small man tumbled forward towards his hovering foe, stopping just before the shattered skylight and lashing out with a powerful, and accurate, uppercut. The blow landed squarely between the thighs of his target.
     
    The blood drenched creature tumbled back through the air, landing stunned on the rooftop. The small man leaped forward again and let loose a series of brutal jabs and crosses against his stunned foe. Bones hard as metal deformed, flesh hard as stone gave way. The demon that had been a man passed into unconsciousness. The small man wrenched its crown from its head, and then collapsed, shaking. A few seconds later he returned to the side of the girl, carrying the beast over his shoulder.
     
    “Can you walk?â€
     
    The girl looked up into the face of her strange rescuer. The man was old, short and ridiculously over muscled. Grey hair and beard framed a broken nose, large blue eyes, and a wide smile showing uneven yellowed teeth. He was covered in blood and bruises. To the girl, at that moment, he was beautiful.
     
    “How did you do that?â€
     
    The little man grinned widely. “There is nothing in this world you can not do, so long as you have the will.â€
     
    In 1920 Aaron Oppenheimer returned home from World War One to Chicago and to his beloved wife, Elsie. Aaron had fought bravely, but bravery was no defense against mustard gas and machine guns. Aaron would never fully recover from his injuries. His only son was born two years later. Named Adam, the boy was small and sickly, born over a month premature. Doctors told the young parents that the child would not survive. They were wrong.
     
    Adam grew slowly, and was always small. Harassed and sometimes physically attacked over his size, poverty, and ethnicity, Adam saw athletics as his path to acceptance. He boxed, wrestled, and ran. He begged for work from local Physical Culture clubs to learn how to lift weights, and begged again for work with every passing circus and fair to learn what he could from strongmen and acrobats.
     
    When the Great Depression hit the Oppenheimers lost what little they had managed to save, but by that time Adam was already well along his path towards a lifetime’s pursuit of health and fitness. He perfected his own system of weight training and callisthenic exercises, achieving astonishing increases in strength. In his teens Adam was able to make a modest living through bare-knuckles boxing and the earliest form of his Strongman act.
     
    Laughter would give way to shock in theaters and circus tents as the little man bent and unbent horse shoes in his bare hands, smashed bricks with his fists, and lifted cart horses with the use of a specially made harness. He would snatch arrows from the air, dodge bullets, and perform astounding acrobatic stunts. It was at this time that Adam made his first contact with the Mystic World.
     
    Her name was Hellene Zeidner, but her stage name was Arcana. She and her father, The Amazing Arcanum, hid their power in plain sight, performing stage magic to wow the crowds and using real magic to fight the evils that stalked the night. Adam, then 16, loved her at first sight. Her father was happy to accept Adam’s help both on stage and in his battles with the strange cults that haunted Chicago. In that time Adam began to learn methods that allowed even an ordinary man to face the supernatural and emerge triumphant. He also met and trained with several of the great Mystery Men of the time.
     
    The forties saw Adam join the Army, where he was assigned to the European theatre. Despite his great strength and athletic skill, Adam’s size and ethnicity held him back, though he still saw combat. It was a war, and Adam Oppenheimer killed the enemy. His beloved Hellene and her father traveled to Europe as well, hoping to stand against the mystic Evils controlled by the Third Reich. They did not return.
     
    Adam was assigned as an interpreter when the war criminals were tried in 1946 at Nuremberg. The men he interviewed were ordinary. They had been soldiers. One, a barber in civilian life, told Adam of rooms in Maidanek where 2000 human beings could be killed at a time. The rooms had steel doors, and peep holes so that the SS could watch as prisoners died.
     
    Adam knew that he would never willingly take a human life again.
     
    After the war, Adam returned to America and resumed his career both as a strongman and an adventurer. His skills could not match the superhuman abilities of the adventurers that had appeared during the war, but a man can accomplish anything if he has courage, faith and will. He fought mobsters and foreign agents, unrepentant Nazis and strange supernatural monsters, villains of every description. More than once he fought the minions of the Master, a Japanese villain who refused to accept that the war was over. Always, in the background, there was Demon and the Circle of the Scarlet Moon.
     
    The new costumed adventurers were all the rage, and the crowds who came to his strongman and stage magic shows began to fade. Adam did not lose hope, nor did he envy his costumed colleagues in the war against crime. Through shrewd marketing and self promotion Adam sold Oppenheimer’s Secrets of Strength and Fitness, Oppenheimer’s Liniment Rub, Oppenheimer’s Atomic Protein Power Powder, and a dozen other products. The years passed, and Adam devoted the profits from his many business ventures to helping those he could.
     
    In 1955 Adam traveled to New York in pursuit of a rumor. It was said that a sorceress was battling crime in that city, a sorceress who called herself Arcana. He did not find her. Instead, he found a trap, and a cult lead by a mage of true power. The mage struck Adam down, but Adam did not die.
     
    He was found, and healed, by an old Japanese man seeking death. The two spoke. Within a year, the First American Circle was forged.
     
    Adam adventured with that circle of young mages for just over two years, but these young men and women loved the shadows, and Adam had always craved the spotlight. His skills sharpened by his time under the Master’s tutelage, Adam returned to show business, adventuring less over the years. From time to time he would join a group of younger heroes and offer advice and training, but through the next decades Adam Oppenheimer became far better known as a strongman and strength training guru than he had ever been as a crime fighter, and that was, he thought, all to the best. Adam never married.
     
    One year ago, an old Japanese man entered a small gymnasium and health club in Chicago. He spoke with the club’s owner, an old man who had once been a hero. The two men left together.
    Powers/Tactics: Adam Oppenheimer is an absolute master of the strongman’s art, an extraordinary boxer and wrestler, a fine stage magician, and an acrobat in the great tradition of the European circus. Age has barely begun to impede his near-legendary skills. While his magical training has never allowed him to cast true spells, it has allowed him to refine his skills and abilities to a degree to which few humans can begin to aspire. It has also apparently slowed the aging process. 
    Adam will usually move into combat in defensive mode, his Lifetime of Adventure arranged to keep him Damn Lucky, support his Amazing Acrobatic Skills, and guide him with the wisdom that comes from having Been In This Situation Before. Once he is able to assess the situation, he will switch super skills fluidly, and will use Multiple Power Attacks and other tactics to put down single foes as quickly as possible. If Adam is overmatched, he is willing to flee, recover, and return; he will not fight foolishly or make beginner’s mistakes. He will only Fight Through The Pain if facing the most dangerous of foes.
    Campaign Use: Oppenheimer makes a good mentor for a team of young heroes, experienced enough to offer valuable advice and instruction, powerful enough to offer significant support, yet not so powerful as to overshadow the other players. He is also well suited to act as a bridge between the world of traditional Supers and Mystic Heroes, and can serve as a model for mystic martial artists. To make him more effective in his role, add as many skills as you feel he needs, and consider giving him some of his favorite Super-Skills outside of his VPP. To make him less powerful, drop the VPP and replace it with skills and Super Skills. He could also use some contacts and other perks. 
    Plot Seed: A beautiful young sorceress appears in the campaign city, dressed in the fashion of the classic stage magician’s assistants of the 1930s. She calls herself Arcana, and claims that her father is trapped in a hellish alternate world. She speaks of someone called Adam Oppenheimer, and seems shocked to learn that he’s still alive. What’s going on?
     
    Plot Seed: Swift flying saucer-shaped ships have been attacking Anchorage, Alaska. Anchorage’s own team of heroes has already fallen. A photograph shows that the ships are decorated with swastikas, and analysis of the wreckage of one ship shows a strange mix of alien technology and the technology of the 1940s. There is a hero from World War Two who once published a book claiming that the Nazi’s had these sorts of ships. Perhaps he could help?
    If you ever want to read an incredible true story, Google for The Mighty Atom.
  11. Like
    OddHat got a reaction from Moody Loner in The New Circle   
    Re: The New CircleThe Mighty Atom! (Golden Age)
    OppenheimerAdam Oppenheimer

    Val Char Cost 25 STR 15 23 DEX 39 23 CON 26 15 BODY 10 18 INT 8 14 EGO 8 20 PRE 10 10 COM 0 11/37 PD 0 11/37 ED 0 5 SPD 17 10 REC 0 46 END 0 40 STUN 0 9" RUN 0 2" SWIM 0 7"/13" LEAP 0 Characteristics Cost: 133
    Cost Power END 6 Quick and Strong: Running +3" (9" total) 1 2 Skilled Athlete: Leaping +2" (7"/13" forward, 3 1/2"/6 1/2" upward) 1 6 You can't slip that by me.: +2 PER with all Sense Groups 0 12 Tough and Lucky: Combat Luck (6 PD/6 ED) 1 Amazing Health: Life Support (Longevity: 200 Years) 0 10 Faith and Will: +5 with Ego Rolls 89 A Lifetime Of Adventure!: Variable Power Pool, 45 base + 44 control cost, Cosmic (+2) (111 Active Points); Limited Class Of Powers Available Limited (Only Super Skills and Martial Arts; -1/2) [Notes: Keep the special effects in mind when choosing powers gained through a Lifetime of Adventure; this is not a Wuxia or Chi power pool. If it is not an ability that an action movie hero might display, or a Super Skill that you would be willing to allow in a Dark Champions campaign, it should not be allowed here. However, the range of powers that is possible within those limits remains vast. If one of the Super Skills listed would cause trouble in your campaign, don't use it.] 0 1) Serpentine!: Desolidification (affected by anything that would bypass Combat Luck) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 27 [Notes: The Serpentine technique may look strange, but it will allow the user to avoid almost any attack and to escape many bonds.] 4 0 2) It's All In The Reflexes: Missile Deflection (Arrows, Slings, Etc.), Missile Reflection, Reflect At Any Target (40 Active Points) Real Cost: 40 0 0 3) Expert Timing: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2), By Default Placed Shot Against Living Target Power loses about a fourth of its effectiveness (-1/4) Real Cost: 26 [Notes: This blow represents expert timing and precise placement; it should not be used with placed shots, as it is already hitting a vital location by default. It does not add to Knockback, and should not be used against objects or individuals without Hit Locations.] 4 0 4) Amazing Throwing Skill: Killing Attack - Ranged 3d6 (45 Active Points); Range Based On Strength (-1/4), IIF (Objects of Opportuity; -1/4) Real Cost: 30 [Notes: Even seemingly harmless objects can be thrown with deadly force and accuracy using this skill.] 4 0 5) Fight Through The Pain: Force Field (18 PD/18 ED), Hardened (+1/4) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1d6 KA after power is deactivated; -1/2) Real Cost: 30 [Notes: Pure willpower is the key to this trick, tensing muscles to hold bones in place and ignoring the pain even as it tries to consume you. After concentration fades, the pain returns.] 4 0 6) Shaking It Off: Healing Standard Healing 4 1/2d6 (45 Active Points); Self Only (-1/2) Real Cost: 30 [Notes: This ability to shake off the effects of many sorts of injury should not be used to repair the internal damage caused by the use of such powers as In The Zone or Fight Through The Pain.] 4 0 7) Impossible Stealth: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2) Real Cost: 25 0 0 8) Incredible Insight: Retrocognitive Clairsentience (Sight Group), +2 to PER Roll, Rapid (x10) (45 Active Points); Retrocognition Only (-1) Real Cost: 22 [Notes: This is a form of Sherlock Holmes style Super Detective Work, allowing incredible insights into what happened in a given area in the recent past. If it would interfere with a plotline, apply perception modifiers or simply allow it to fail.] 4 0 9) I've Been In This Situation Before: +7 DEX (21 Active Points); No Figured Characteristics (-1/2) Real Cost: 14 [Notes: A favorite when in combat, this ability represents years of experience against a vast range of foes.] 0 10) Amazing Acrobatic Skill I: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 [Notes: A lifetime of experience has granted Oppenheimer enough skill to leap from an air-plane and still land safely on the ground.] 0 0 11) Amazing Acrobatic Skill II: Leaping +6" (7"/13" forward, 3 1/2"/6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 1 0 12) I Can Climb Anything: Clinging (normal STR) (10 Active Points) Real Cost: 10 0 0 13) Damn Lucky: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Restrainable (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Must Be Aware Of Attack; -1/4), Nonpersistent (-1/4) Real Cost: 15 [Notes: This skill is often switched off with I've Been In This Situation Before, depending on what is most needed at a given time.] 0 0 14) Burst of Superhuman Strength: +45 STR (45 Active Points); No Figured Characteristics (-1/2), Instant (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Causes 1d6 KA to self; -1/2), Nonpersistent (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Real Strength; -1/4) Real Cost: 15 [Notes: Through use of leverage tricks and deep concentration, a Strongman can accomplish seemingly impossible feats of Strength. However, the price for such an effort is high, and may be paid in torn muscles and snapped tendons. This skill carries the Limit "Real Strength". Real world strong men have snapped thick chains, flipped large cars, pulled trains, and performed amazing feats that looked impossible. This skill should allow all of that, as well as allowing the breaking of holds and escape from bonds. However, it should not allow the strongman to lift aircraft carriers and perform genuinely impossible tasks.] 4 0 15) I Can Spot That Trick: Clairsentience (Sight Group And Detect Magic), Analyze, Discriminatory, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to detect evidence of Magic; -1 1/2) Real Cost: 18 [Notes: Long training has allowed the user of this skill to detect evidence of Magic] 1 0 16) Amazing Ventriliquism!: Hearing Group Images 1" radius, +/-5 to PER Rolls, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points) Real Cost: 40 0 0 17) In The Zone: Aid SPD 3 1/2d6 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (44 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (1d6 KA after last of SPD fades; -1/2) Real Cost: 29 [Notes: An athlete In The Zone can briefly exceed his body's normal limits, running faster, striking more accurately, pushing harder. Afterwards, the body must pay a price for such exertion.] 0 Powers Cost: 126
    Cost Martial Arts Maneuver Boxing and Wrestling 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Manly Boxing: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 4 4) Reversal: var Phase, -1 OCV, -2 DCV, 50 STR to Escape; Grab Two Limbs 4 5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab 8 6) +2 HTH Damage Class(es) Martial Arts Cost: 27
    Cost Skill 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Cults and Secret Societies (2 Active Points) 11- 1 3) KS: Jewish Theology and Philosophy (2 Active Points) 11- 1 4) KS: Mystic World (2 Active Points) 11- 1 5) KS: Strength Training and Nutrition (2 Active Points) 11- 1 6) KS: Superhuman World (2 Active Points) 11- 1 7) KS: Supernatural Creatures (2 Active Points) 11- 1 8) KS: Western Martial Arts (2 Active Points) 11- 12 +4 with Martial Maneuvers 20 +2 Overall 3 Oratory 13- 2 PS: Performer and Strength Coach 11- 2 PS: Small Business Man 11- 3 Linguist 0 1) Language: English (idiomatic; literate) (5 Active Points) 1 2) Language: German (completely fluent) (3 Active Points) 1 3) Language: Hebrew (fluent conversation; literate) (3 Active Points) 1 4) Language: Russian (basic conversation; literate) (2 Active Points) 1 5) Language: Yiddish (completely fluent) (3 Active Points) Skills Cost: 57
    Cost Perk 5 Money: Well Off [Notes: Income from books, infomercials and merchandise] 2 Reputation: Old-Time Hero, Fitness and Self Help Guru (A medium-sized group) 11-, +2/+2d6 Perks Cost: 7
    Val Disadvantages 10 Reputation: Strange Little Self Help Guru and Old Time Hero, 11- 15 Social Limitation: Public Identity: Adam Oppenheimer (Frequently, Major) 10 Social Limitation: Known Weirdness and Trouble Magnet (Frequently, Minor) 10 Distinctive Features: Short, Extremely Over-Muscled Old Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Various students and people in need of the week 8- (Normal) [Notes: Oppenheimer tends to fall naturally into the position of grandfather, and his many young students and friends often turn to him for help.] 20 Psychological Limitation: Will Not Kill Humans (Common, Total) 15 Psychological Limitation: Devout Reconstructionist Jew (Common, Strong) 15 Psychological Limitation: Protective of the Innocent, Supports hard Luck Cases so long as they seem to be trying (Very Common, Moderate) 15 Psychological Limitation: Endlessly Optimistic and Encouraging (Very Common, Moderate) 15 Hunted: Watched by the Trismegistus Council 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: The Council has called on Oppenheimer's help many times over the decades.] 15 Hunted: US Government 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Several factions within the US Government are aware of Oppenheimer's connections to the Mystic World, and have used him as a liason to less law abiding supers.] Disadvantage Points: 150Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 1.62 mHair: GreyWeight: 100.00 kgEyes: BlueAppearance: Oppenheimer is a short, extremely muscular man with short grey hair and a trimmed grey beard. Facially he appears to be in his early sixties, but his physique is that of an athlete in his prime. In combat, he prefers to wear a black wrestler’s singlet. Out of combat, he prefers a conservative and extremely out of style blue wool suit.Personality: Adam Oppenheimer is wise, experienced, and relentlessly optimistic. The intensity of his personality can be enormously charming or deeply disturbing. He has made and lost fortunes, learned and forgotten esoteric skills, and encountered many of the greatest heroes and villains of the age. He knows that true super-humans have an advantage when facing a merely human foe, yet he has also proven many times that experience counts.Quote:“There is nothing you can not do, so long as you have both faith and will.â€Background: The blood red creature drifted in the air, crimson crown upon its head. It grinned as the chanting of the acolytes neared a fever pitch. The sacrifice, limp upon the Alter, found her throat too raw for wailing. 
    The skylight exploded.
     
    A figure dropped amidst the acolytes. Wasting no time, the small man leaped forward, grabbing the sacrifice as he passed and landing lightly across the room. He then bounded up again and fled the way he had come, covering nearly twenty feet in a single extraordinary jump.
     
    The blood drenched thing roared its anger. It flew through the air in pursuit, the acolytes forgotten.
     
    On the roof the short, stout man put the exhausted girl down, whirling to meet his rising foe. The beast snarled as it hovered against starlight. A lance of crimson light struck from the crown towards the small man, and missed.
     
    “You!†The tone of the blood soaked thing was incredulous. “You have no power! No hint of magic! You dare to interfere?!†The beast punctuated this with another burst of blood red light. Again the small man dodged, with the slightest shifting of weight.
     
    The small man tumbled forward towards his hovering foe, stopping just before the shattered skylight and lashing out with a powerful, and accurate, uppercut. The blow landed squarely between the thighs of his target.
     
    The blood drenched creature tumbled back through the air, landing stunned on the rooftop. The small man leaped forward again and let loose a series of brutal jabs and crosses against his stunned foe. Bones hard as metal deformed, flesh hard as stone gave way. The demon that had been a man passed into unconsciousness. The small man wrenched its crown from its head, and then collapsed, shaking. A few seconds later he returned to the side of the girl, carrying the beast over his shoulder.
     
    “Can you walk?â€
     
    The girl looked up into the face of her strange rescuer. The man was old, short and ridiculously over muscled. Grey hair and beard framed a broken nose, large blue eyes, and a wide smile showing uneven yellowed teeth. He was covered in blood and bruises. To the girl, at that moment, he was beautiful.
     
    “How did you do that?â€
     
    The little man grinned widely. “There is nothing in this world you can not do, so long as you have the will.â€
     
    In 1920 Aaron Oppenheimer returned home from World War One to Chicago and to his beloved wife, Elsie. Aaron had fought bravely, but bravery was no defense against mustard gas and machine guns. Aaron would never fully recover from his injuries. His only son was born two years later. Named Adam, the boy was small and sickly, born over a month premature. Doctors told the young parents that the child would not survive. They were wrong.
     
    Adam grew slowly, and was always small. Harassed and sometimes physically attacked over his size, poverty, and ethnicity, Adam saw athletics as his path to acceptance. He boxed, wrestled, and ran. He begged for work from local Physical Culture clubs to learn how to lift weights, and begged again for work with every passing circus and fair to learn what he could from strongmen and acrobats.
     
    When the Great Depression hit the Oppenheimers lost what little they had managed to save, but by that time Adam was already well along his path towards a lifetime’s pursuit of health and fitness. He perfected his own system of weight training and callisthenic exercises, achieving astonishing increases in strength. In his teens Adam was able to make a modest living through bare-knuckles boxing and the earliest form of his Strongman act.
     
    Laughter would give way to shock in theaters and circus tents as the little man bent and unbent horse shoes in his bare hands, smashed bricks with his fists, and lifted cart horses with the use of a specially made harness. He would snatch arrows from the air, dodge bullets, and perform astounding acrobatic stunts. It was at this time that Adam made his first contact with the Mystic World.
     
    Her name was Hellene Zeidner, but her stage name was Arcana. She and her father, The Amazing Arcanum, hid their power in plain sight, performing stage magic to wow the crowds and using real magic to fight the evils that stalked the night. Adam, then 16, loved her at first sight. Her father was happy to accept Adam’s help both on stage and in his battles with the strange cults that haunted Chicago. In that time Adam began to learn methods that allowed even an ordinary man to face the supernatural and emerge triumphant. He also met and trained with several of the great Mystery Men of the time.
     
    The forties saw Adam join the Army, where he was assigned to the European theatre. Despite his great strength and athletic skill, Adam’s size and ethnicity held him back, though he still saw combat. It was a war, and Adam Oppenheimer killed the enemy. His beloved Hellene and her father traveled to Europe as well, hoping to stand against the mystic Evils controlled by the Third Reich. They did not return.
     
    Adam was assigned as an interpreter when the war criminals were tried in 1946 at Nuremberg. The men he interviewed were ordinary. They had been soldiers. One, a barber in civilian life, told Adam of rooms in Maidanek where 2000 human beings could be killed at a time. The rooms had steel doors, and peep holes so that the SS could watch as prisoners died.
     
    Adam knew that he would never willingly take a human life again.
     
    After the war, Adam returned to America and resumed his career both as a strongman and an adventurer. His skills could not match the superhuman abilities of the adventurers that had appeared during the war, but a man can accomplish anything if he has courage, faith and will. He fought mobsters and foreign agents, unrepentant Nazis and strange supernatural monsters, villains of every description. More than once he fought the minions of the Master, a Japanese villain who refused to accept that the war was over. Always, in the background, there was Demon and the Circle of the Scarlet Moon.
     
    The new costumed adventurers were all the rage, and the crowds who came to his strongman and stage magic shows began to fade. Adam did not lose hope, nor did he envy his costumed colleagues in the war against crime. Through shrewd marketing and self promotion Adam sold Oppenheimer’s Secrets of Strength and Fitness, Oppenheimer’s Liniment Rub, Oppenheimer’s Atomic Protein Power Powder, and a dozen other products. The years passed, and Adam devoted the profits from his many business ventures to helping those he could.
     
    In 1955 Adam traveled to New York in pursuit of a rumor. It was said that a sorceress was battling crime in that city, a sorceress who called herself Arcana. He did not find her. Instead, he found a trap, and a cult lead by a mage of true power. The mage struck Adam down, but Adam did not die.
     
    He was found, and healed, by an old Japanese man seeking death. The two spoke. Within a year, the First American Circle was forged.
     
    Adam adventured with that circle of young mages for just over two years, but these young men and women loved the shadows, and Adam had always craved the spotlight. His skills sharpened by his time under the Master’s tutelage, Adam returned to show business, adventuring less over the years. From time to time he would join a group of younger heroes and offer advice and training, but through the next decades Adam Oppenheimer became far better known as a strongman and strength training guru than he had ever been as a crime fighter, and that was, he thought, all to the best. Adam never married.
     
    One year ago, an old Japanese man entered a small gymnasium and health club in Chicago. He spoke with the club’s owner, an old man who had once been a hero. The two men left together.
    Powers/Tactics: Adam Oppenheimer is an absolute master of the strongman’s art, an extraordinary boxer and wrestler, a fine stage magician, and an acrobat in the great tradition of the European circus. Age has barely begun to impede his near-legendary skills. While his magical training has never allowed him to cast true spells, it has allowed him to refine his skills and abilities to a degree to which few humans can begin to aspire. It has also apparently slowed the aging process. 
    Adam will usually move into combat in defensive mode, his Lifetime of Adventure arranged to keep him Damn Lucky, support his Amazing Acrobatic Skills, and guide him with the wisdom that comes from having Been In This Situation Before. Once he is able to assess the situation, he will switch super skills fluidly, and will use Multiple Power Attacks and other tactics to put down single foes as quickly as possible. If Adam is overmatched, he is willing to flee, recover, and return; he will not fight foolishly or make beginner’s mistakes. He will only Fight Through The Pain if facing the most dangerous of foes.
    Campaign Use: Oppenheimer makes a good mentor for a team of young heroes, experienced enough to offer valuable advice and instruction, powerful enough to offer significant support, yet not so powerful as to overshadow the other players. He is also well suited to act as a bridge between the world of traditional Supers and Mystic Heroes, and can serve as a model for mystic martial artists. To make him more effective in his role, add as many skills as you feel he needs, and consider giving him some of his favorite Super-Skills outside of his VPP. To make him less powerful, drop the VPP and replace it with skills and Super Skills. He could also use some contacts and other perks. 
    Plot Seed: A beautiful young sorceress appears in the campaign city, dressed in the fashion of the classic stage magician’s assistants of the 1930s. She calls herself Arcana, and claims that her father is trapped in a hellish alternate world. She speaks of someone called Adam Oppenheimer, and seems shocked to learn that he’s still alive. What’s going on?
     
    Plot Seed: Swift flying saucer-shaped ships have been attacking Anchorage, Alaska. Anchorage’s own team of heroes has already fallen. A photograph shows that the ships are decorated with swastikas, and analysis of the wreckage of one ship shows a strange mix of alien technology and the technology of the 1940s. There is a hero from World War Two who once published a book claiming that the Nazi’s had these sorts of ships. Perhaps he could help?
    If you ever want to read an incredible true story, Google for The Mighty Atom.
  12. Downvote
    OddHat got a reaction from MechaGM in The New Circle   
    Re: The New CircleThe Mighty Atom! (Golden Age)
    OppenheimerAdam Oppenheimer

    Val Char Cost 25 STR 15 23 DEX 39 23 CON 26 15 BODY 10 18 INT 8 14 EGO 8 20 PRE 10 10 COM 0 11/37 PD 0 11/37 ED 0 5 SPD 17 10 REC 0 46 END 0 40 STUN 0 9" RUN 0 2" SWIM 0 7"/13" LEAP 0 Characteristics Cost: 133
    Cost Power END 6 Quick and Strong: Running +3" (9" total) 1 2 Skilled Athlete: Leaping +2" (7"/13" forward, 3 1/2"/6 1/2" upward) 1 6 You can't slip that by me.: +2 PER with all Sense Groups 0 12 Tough and Lucky: Combat Luck (6 PD/6 ED) 1 Amazing Health: Life Support (Longevity: 200 Years) 0 10 Faith and Will: +5 with Ego Rolls 89 A Lifetime Of Adventure!: Variable Power Pool, 45 base + 44 control cost, Cosmic (+2) (111 Active Points); Limited Class Of Powers Available Limited (Only Super Skills and Martial Arts; -1/2) [Notes: Keep the special effects in mind when choosing powers gained through a Lifetime of Adventure; this is not a Wuxia or Chi power pool. If it is not an ability that an action movie hero might display, or a Super Skill that you would be willing to allow in a Dark Champions campaign, it should not be allowed here. However, the range of powers that is possible within those limits remains vast. If one of the Super Skills listed would cause trouble in your campaign, don't use it.] 0 1) Serpentine!: Desolidification (affected by anything that would bypass Combat Luck) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 27 [Notes: The Serpentine technique may look strange, but it will allow the user to avoid almost any attack and to escape many bonds.] 4 0 2) It's All In The Reflexes: Missile Deflection (Arrows, Slings, Etc.), Missile Reflection, Reflect At Any Target (40 Active Points) Real Cost: 40 0 0 3) Expert Timing: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2), By Default Placed Shot Against Living Target Power loses about a fourth of its effectiveness (-1/4) Real Cost: 26 [Notes: This blow represents expert timing and precise placement; it should not be used with placed shots, as it is already hitting a vital location by default. It does not add to Knockback, and should not be used against objects or individuals without Hit Locations.] 4 0 4) Amazing Throwing Skill: Killing Attack - Ranged 3d6 (45 Active Points); Range Based On Strength (-1/4), IIF (Objects of Opportuity; -1/4) Real Cost: 30 [Notes: Even seemingly harmless objects can be thrown with deadly force and accuracy using this skill.] 4 0 5) Fight Through The Pain: Force Field (18 PD/18 ED), Hardened (+1/4) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1d6 KA after power is deactivated; -1/2) Real Cost: 30 [Notes: Pure willpower is the key to this trick, tensing muscles to hold bones in place and ignoring the pain even as it tries to consume you. After concentration fades, the pain returns.] 4 0 6) Shaking It Off: Healing Standard Healing 4 1/2d6 (45 Active Points); Self Only (-1/2) Real Cost: 30 [Notes: This ability to shake off the effects of many sorts of injury should not be used to repair the internal damage caused by the use of such powers as In The Zone or Fight Through The Pain.] 4 0 7) Impossible Stealth: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2) Real Cost: 25 0 0 8) Incredible Insight: Retrocognitive Clairsentience (Sight Group), +2 to PER Roll, Rapid (x10) (45 Active Points); Retrocognition Only (-1) Real Cost: 22 [Notes: This is a form of Sherlock Holmes style Super Detective Work, allowing incredible insights into what happened in a given area in the recent past. If it would interfere with a plotline, apply perception modifiers or simply allow it to fail.] 4 0 9) I've Been In This Situation Before: +7 DEX (21 Active Points); No Figured Characteristics (-1/2) Real Cost: 14 [Notes: A favorite when in combat, this ability represents years of experience against a vast range of foes.] 0 10) Amazing Acrobatic Skill I: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 [Notes: A lifetime of experience has granted Oppenheimer enough skill to leap from an air-plane and still land safely on the ground.] 0 0 11) Amazing Acrobatic Skill II: Leaping +6" (7"/13" forward, 3 1/2"/6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) Real Cost: 15 1 0 12) I Can Climb Anything: Clinging (normal STR) (10 Active Points) Real Cost: 10 0 0 13) Damn Lucky: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Restrainable (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Must Be Aware Of Attack; -1/4), Nonpersistent (-1/4) Real Cost: 15 [Notes: This skill is often switched off with I've Been In This Situation Before, depending on what is most needed at a given time.] 0 0 14) Burst of Superhuman Strength: +45 STR (45 Active Points); No Figured Characteristics (-1/2), Instant (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Causes 1d6 KA to self; -1/2), Nonpersistent (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Real Strength; -1/4) Real Cost: 15 [Notes: Through use of leverage tricks and deep concentration, a Strongman can accomplish seemingly impossible feats of Strength. However, the price for such an effort is high, and may be paid in torn muscles and snapped tendons. This skill carries the Limit "Real Strength". Real world strong men have snapped thick chains, flipped large cars, pulled trains, and performed amazing feats that looked impossible. This skill should allow all of that, as well as allowing the breaking of holds and escape from bonds. However, it should not allow the strongman to lift aircraft carriers and perform genuinely impossible tasks.] 4 0 15) I Can Spot That Trick: Clairsentience (Sight Group And Detect Magic), Analyze, Discriminatory, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to detect evidence of Magic; -1 1/2) Real Cost: 18 [Notes: Long training has allowed the user of this skill to detect evidence of Magic] 1 0 16) Amazing Ventriliquism!: Hearing Group Images 1" radius, +/-5 to PER Rolls, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points) Real Cost: 40 0 0 17) In The Zone: Aid SPD 3 1/2d6 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (44 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (1d6 KA after last of SPD fades; -1/2) Real Cost: 29 [Notes: An athlete In The Zone can briefly exceed his body's normal limits, running faster, striking more accurately, pushing harder. Afterwards, the body must pay a price for such exertion.] 0 Powers Cost: 126
    Cost Martial Arts Maneuver Boxing and Wrestling 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Manly Boxing: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 4 4) Reversal: var Phase, -1 OCV, -2 DCV, 50 STR to Escape; Grab Two Limbs 4 5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab 8 6) +2 HTH Damage Class(es) Martial Arts Cost: 27
    Cost Skill 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Cults and Secret Societies (2 Active Points) 11- 1 3) KS: Jewish Theology and Philosophy (2 Active Points) 11- 1 4) KS: Mystic World (2 Active Points) 11- 1 5) KS: Strength Training and Nutrition (2 Active Points) 11- 1 6) KS: Superhuman World (2 Active Points) 11- 1 7) KS: Supernatural Creatures (2 Active Points) 11- 1 8) KS: Western Martial Arts (2 Active Points) 11- 12 +4 with Martial Maneuvers 20 +2 Overall 3 Oratory 13- 2 PS: Performer and Strength Coach 11- 2 PS: Small Business Man 11- 3 Linguist 0 1) Language: English (idiomatic; literate) (5 Active Points) 1 2) Language: German (completely fluent) (3 Active Points) 1 3) Language: Hebrew (fluent conversation; literate) (3 Active Points) 1 4) Language: Russian (basic conversation; literate) (2 Active Points) 1 5) Language: Yiddish (completely fluent) (3 Active Points) Skills Cost: 57
    Cost Perk 5 Money: Well Off [Notes: Income from books, infomercials and merchandise] 2 Reputation: Old-Time Hero, Fitness and Self Help Guru (A medium-sized group) 11-, +2/+2d6 Perks Cost: 7
    Val Disadvantages 10 Reputation: Strange Little Self Help Guru and Old Time Hero, 11- 15 Social Limitation: Public Identity: Adam Oppenheimer (Frequently, Major) 10 Social Limitation: Known Weirdness and Trouble Magnet (Frequently, Minor) 10 Distinctive Features: Short, Extremely Over-Muscled Old Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Various students and people in need of the week 8- (Normal) [Notes: Oppenheimer tends to fall naturally into the position of grandfather, and his many young students and friends often turn to him for help.] 20 Psychological Limitation: Will Not Kill Humans (Common, Total) 15 Psychological Limitation: Devout Reconstructionist Jew (Common, Strong) 15 Psychological Limitation: Protective of the Innocent, Supports hard Luck Cases so long as they seem to be trying (Very Common, Moderate) 15 Psychological Limitation: Endlessly Optimistic and Encouraging (Very Common, Moderate) 15 Hunted: Watched by the Trismegistus Council 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: The Council has called on Oppenheimer's help many times over the decades.] 15 Hunted: US Government 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Several factions within the US Government are aware of Oppenheimer's connections to the Mystic World, and have used him as a liason to less law abiding supers.] Disadvantage Points: 150Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 1.62 mHair: GreyWeight: 100.00 kgEyes: BlueAppearance: Oppenheimer is a short, extremely muscular man with short grey hair and a trimmed grey beard. Facially he appears to be in his early sixties, but his physique is that of an athlete in his prime. In combat, he prefers to wear a black wrestler’s singlet. Out of combat, he prefers a conservative and extremely out of style blue wool suit.Personality: Adam Oppenheimer is wise, experienced, and relentlessly optimistic. The intensity of his personality can be enormously charming or deeply disturbing. He has made and lost fortunes, learned and forgotten esoteric skills, and encountered many of the greatest heroes and villains of the age. He knows that true super-humans have an advantage when facing a merely human foe, yet he has also proven many times that experience counts.Quote:“There is nothing you can not do, so long as you have both faith and will.â€Background: The blood red creature drifted in the air, crimson crown upon its head. It grinned as the chanting of the acolytes neared a fever pitch. The sacrifice, limp upon the Alter, found her throat too raw for wailing. 
    The skylight exploded.
     
    A figure dropped amidst the acolytes. Wasting no time, the small man leaped forward, grabbing the sacrifice as he passed and landing lightly across the room. He then bounded up again and fled the way he had come, covering nearly twenty feet in a single extraordinary jump.
     
    The blood drenched thing roared its anger. It flew through the air in pursuit, the acolytes forgotten.
     
    On the roof the short, stout man put the exhausted girl down, whirling to meet his rising foe. The beast snarled as it hovered against starlight. A lance of crimson light struck from the crown towards the small man, and missed.
     
    “You!†The tone of the blood soaked thing was incredulous. “You have no power! No hint of magic! You dare to interfere?!†The beast punctuated this with another burst of blood red light. Again the small man dodged, with the slightest shifting of weight.
     
    The small man tumbled forward towards his hovering foe, stopping just before the shattered skylight and lashing out with a powerful, and accurate, uppercut. The blow landed squarely between the thighs of his target.
     
    The blood drenched creature tumbled back through the air, landing stunned on the rooftop. The small man leaped forward again and let loose a series of brutal jabs and crosses against his stunned foe. Bones hard as metal deformed, flesh hard as stone gave way. The demon that had been a man passed into unconsciousness. The small man wrenched its crown from its head, and then collapsed, shaking. A few seconds later he returned to the side of the girl, carrying the beast over his shoulder.
     
    “Can you walk?â€
     
    The girl looked up into the face of her strange rescuer. The man was old, short and ridiculously over muscled. Grey hair and beard framed a broken nose, large blue eyes, and a wide smile showing uneven yellowed teeth. He was covered in blood and bruises. To the girl, at that moment, he was beautiful.
     
    “How did you do that?â€
     
    The little man grinned widely. “There is nothing in this world you can not do, so long as you have the will.â€
     
    In 1920 Aaron Oppenheimer returned home from World War One to Chicago and to his beloved wife, Elsie. Aaron had fought bravely, but bravery was no defense against mustard gas and machine guns. Aaron would never fully recover from his injuries. His only son was born two years later. Named Adam, the boy was small and sickly, born over a month premature. Doctors told the young parents that the child would not survive. They were wrong.
     
    Adam grew slowly, and was always small. Harassed and sometimes physically attacked over his size, poverty, and ethnicity, Adam saw athletics as his path to acceptance. He boxed, wrestled, and ran. He begged for work from local Physical Culture clubs to learn how to lift weights, and begged again for work with every passing circus and fair to learn what he could from strongmen and acrobats.
     
    When the Great Depression hit the Oppenheimers lost what little they had managed to save, but by that time Adam was already well along his path towards a lifetime’s pursuit of health and fitness. He perfected his own system of weight training and callisthenic exercises, achieving astonishing increases in strength. In his teens Adam was able to make a modest living through bare-knuckles boxing and the earliest form of his Strongman act.
     
    Laughter would give way to shock in theaters and circus tents as the little man bent and unbent horse shoes in his bare hands, smashed bricks with his fists, and lifted cart horses with the use of a specially made harness. He would snatch arrows from the air, dodge bullets, and perform astounding acrobatic stunts. It was at this time that Adam made his first contact with the Mystic World.
     
    Her name was Hellene Zeidner, but her stage name was Arcana. She and her father, The Amazing Arcanum, hid their power in plain sight, performing stage magic to wow the crowds and using real magic to fight the evils that stalked the night. Adam, then 16, loved her at first sight. Her father was happy to accept Adam’s help both on stage and in his battles with the strange cults that haunted Chicago. In that time Adam began to learn methods that allowed even an ordinary man to face the supernatural and emerge triumphant. He also met and trained with several of the great Mystery Men of the time.
     
    The forties saw Adam join the Army, where he was assigned to the European theatre. Despite his great strength and athletic skill, Adam’s size and ethnicity held him back, though he still saw combat. It was a war, and Adam Oppenheimer killed the enemy. His beloved Hellene and her father traveled to Europe as well, hoping to stand against the mystic Evils controlled by the Third Reich. They did not return.
     
    Adam was assigned as an interpreter when the war criminals were tried in 1946 at Nuremberg. The men he interviewed were ordinary. They had been soldiers. One, a barber in civilian life, told Adam of rooms in Maidanek where 2000 human beings could be killed at a time. The rooms had steel doors, and peep holes so that the SS could watch as prisoners died.
     
    Adam knew that he would never willingly take a human life again.
     
    After the war, Adam returned to America and resumed his career both as a strongman and an adventurer. His skills could not match the superhuman abilities of the adventurers that had appeared during the war, but a man can accomplish anything if he has courage, faith and will. He fought mobsters and foreign agents, unrepentant Nazis and strange supernatural monsters, villains of every description. More than once he fought the minions of the Master, a Japanese villain who refused to accept that the war was over. Always, in the background, there was Demon and the Circle of the Scarlet Moon.
     
    The new costumed adventurers were all the rage, and the crowds who came to his strongman and stage magic shows began to fade. Adam did not lose hope, nor did he envy his costumed colleagues in the war against crime. Through shrewd marketing and self promotion Adam sold Oppenheimer’s Secrets of Strength and Fitness, Oppenheimer’s Liniment Rub, Oppenheimer’s Atomic Protein Power Powder, and a dozen other products. The years passed, and Adam devoted the profits from his many business ventures to helping those he could.
     
    In 1955 Adam traveled to New York in pursuit of a rumor. It was said that a sorceress was battling crime in that city, a sorceress who called herself Arcana. He did not find her. Instead, he found a trap, and a cult lead by a mage of true power. The mage struck Adam down, but Adam did not die.
     
    He was found, and healed, by an old Japanese man seeking death. The two spoke. Within a year, the First American Circle was forged.
     
    Adam adventured with that circle of young mages for just over two years, but these young men and women loved the shadows, and Adam had always craved the spotlight. His skills sharpened by his time under the Master’s tutelage, Adam returned to show business, adventuring less over the years. From time to time he would join a group of younger heroes and offer advice and training, but through the next decades Adam Oppenheimer became far better known as a strongman and strength training guru than he had ever been as a crime fighter, and that was, he thought, all to the best. Adam never married.
     
    One year ago, an old Japanese man entered a small gymnasium and health club in Chicago. He spoke with the club’s owner, an old man who had once been a hero. The two men left together.
    Powers/Tactics: Adam Oppenheimer is an absolute master of the strongman’s art, an extraordinary boxer and wrestler, a fine stage magician, and an acrobat in the great tradition of the European circus. Age has barely begun to impede his near-legendary skills. While his magical training has never allowed him to cast true spells, it has allowed him to refine his skills and abilities to a degree to which few humans can begin to aspire. It has also apparently slowed the aging process. 
    Adam will usually move into combat in defensive mode, his Lifetime of Adventure arranged to keep him Damn Lucky, support his Amazing Acrobatic Skills, and guide him with the wisdom that comes from having Been In This Situation Before. Once he is able to assess the situation, he will switch super skills fluidly, and will use Multiple Power Attacks and other tactics to put down single foes as quickly as possible. If Adam is overmatched, he is willing to flee, recover, and return; he will not fight foolishly or make beginner’s mistakes. He will only Fight Through The Pain if facing the most dangerous of foes.
    Campaign Use: Oppenheimer makes a good mentor for a team of young heroes, experienced enough to offer valuable advice and instruction, powerful enough to offer significant support, yet not so powerful as to overshadow the other players. He is also well suited to act as a bridge between the world of traditional Supers and Mystic Heroes, and can serve as a model for mystic martial artists. To make him more effective in his role, add as many skills as you feel he needs, and consider giving him some of his favorite Super-Skills outside of his VPP. To make him less powerful, drop the VPP and replace it with skills and Super Skills. He could also use some contacts and other perks. 
    Plot Seed: A beautiful young sorceress appears in the campaign city, dressed in the fashion of the classic stage magician’s assistants of the 1930s. She calls herself Arcana, and claims that her father is trapped in a hellish alternate world. She speaks of someone called Adam Oppenheimer, and seems shocked to learn that he’s still alive. What’s going on?
     
    Plot Seed: Swift flying saucer-shaped ships have been attacking Anchorage, Alaska. Anchorage’s own team of heroes has already fallen. A photograph shows that the ships are decorated with swastikas, and analysis of the wreckage of one ship shows a strange mix of alien technology and the technology of the 1940s. There is a hero from World War Two who once published a book claiming that the Nazi’s had these sorts of ships. Perhaps he could help?
    If you ever want to read an incredible true story, Google for The Mighty Atom.
  13. Like
    OddHat reacted to nexus in The New Circle   
    Re: The New Circle
     
    A mystic PC from an old Campaign that might be of use.
     
    Sin
    Val Char Cost Roll Notes
    10 STR 0 11- Lift 100.0kg; 2d6 HTH damage
    28 DEX 54 15- OCV: 9/DCV: 9
    20 CON 20 13-
    12 BODY 4 11-
    12 INT 2 11- PER Roll 11-
    20 EGO 20 13- ECV: 7
    25 PRE 15 14- PRE Attack: 5d6
    26 COM 8 14-
    8 PD 6 Total: 8/20 PD (0/12 rPD)
    8 ED 4 Total: 8/20 ED (0/12 rED)
    5 SPD 12 Phases: 3, 5, 8, 10, 12
    6 REC 0
    40 END 0
    35 STUN 8 Total Characteristics Cost: 153
    Movement: Run: 6"/NC"
    Swim: 2"/NC"
     
    Cost Powers END
    36 Devil Skin: Armor (12 PD/12 ED)
    7 Demon Blood: Life Support , Longevity: Immortal, Safe in Intense Heat
    14 Succubus Kiss: Transfer 2d6 (Body to Body), Can Transfer Maximum Of 22 Points (35 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), Limited Power:Skin contact required Power loses about a third of its effectiveness (-1/2) 3
    16 Devil's Blessing: Luck 4d6 (20 Active Points); An ally gains 4d6 Unluck when invoked Power loses about a fourth of its effectiveness (-1/4)
    60 Black Magic: Variable Power Pool, 40 base + 20 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); Limited Class Of Powers Available:Black Magic Only Limited (-1/2)
     
    30 Pandemonium: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)
    3u 1) Blade Edge: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2) (60 Active Points)
    2u 2) Hellfire Blast: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); Gestures (-1/4), Requires both hands (-1/4) 6
    2u 3) Summon Demon Swarm: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); Gestures (-1/4), Requires both hands (-1/4), Limited Power:Power moves at 10' Per Segment and can be attacked Power loses about a third of its effectiveness (-1/2), Extra Time Delayed Phase (-1/4) 6
    1u 4) Blood Tracking: Mind Scan 9d6 (45 Active Points); Neither Character nor Target Can Attack Through Link (-1), Limited Class Of Minds:Humans Only Subset of a class (-1/2), Does Not Provide Mental Awareness (-1/4), Must have drawn blood on target Power loses about a fourth of its effectiveness (-1/4) 4
    2u 5) Hell Gate: Teleportation 16", No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+1/4) (59 Active Points); Gestures (-1/4), Requires both hands (-1/4), Side Effects: Characters take 3d6 Ego Attack, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power -1/2) 6
    2u 6) Hell Gate: Teleportation 5", No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (56 Active Points); Gestures (-1/4), Requires both hands (-1/4), Side Effects: Characters take 3d6 Ego Attack, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power -1/2) 6
     
    Martial Arts: Heavy Weapons Sword Fighting
    Maneuver OCV DCV Notes
    5 1) Overhand Chop -2 +1 STR +4d6 Strike
    4 2) Slash +0 +2 STR +2d6 Strike
    4 3) Thrust +2 +0 STR +2d6 Strike
    5 4) Lunging Strike +1 +0 STR +v/5; FMove
    5 5) Defensive Parry +1 +3 Block, Abort
     
    Perks
    5 Money: Well Off
    30 Follower (x20, 25 Base, 25 Disad)
     
    Skills
    6 PS Sorceress (EGO-based) 16-
    3 Persuasion 14-
    4 KS: Demonologyy 13-
    5 KS: Occultism 14-
    6 AK: Hell 15-
    7 Seduction 16-
    1 Streetwise 8-
    7 Interrogation 16-
    9 +3 with Swords
    16 +2 with All Combat
     
    Total Powers & Skills Cost: 297
    Total Cost: 450
     
    300+ Disadvantages
    15 Distinctive Features: Disturbing feeling, Extreme beauty (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Distinctive Features: Demonic Magical Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)
    10 Hunted: The Forces of Heaven 8- (As Pow; Harshly Punish)
    10 Hunted: Viper 8- (As Pow; Harshly Punish)
    25 Susceptibility: Holy Ground 3d6 damage, per Phase (Uncommon)
    5 Vulnerability: 1 1/2 x BODY Angelic Powerse (Uncommon)
    5 Reputation: Dangerous Vigilante 8-
    10 Reputation: Demon Queen 11- (Extreme (Known Only To A Small Group))
    20 Hunted: Her "Husband" 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
    15 Psychological Limitation: Thrill Seeker (Common; Strong)
    10 Psychological Limitation: Cold and self centered (Common; Moderate)
    10 Psychological Limitation: Thinks nothing of using Lethal force (Common; Moderate)
    5 Physical Limitation: Someone unaware of how the "real" world works (Infrequently; Slightly Impairing)
     
    Total Disadvantage Points: 450
     
    Background: “Father, why is there evil?†Maria Sertis asked her voice quiet and respectful. She realized the near blasphemy of the question but it felt necessary, particularly now.
     
    â€Because without darkness they light fades to meaningless. Without shadow there is no contrast. All things must balance.†He answered, just as softly and kissed his daughter on the lips. “Do you understand?â€
     
    She smiled and nodded. How could she have questioned? Assured of her purpose, Maria lay back, the stone cold against her naked back and waited. The dagger fell. There was light, pain then a sensation of falling as the voices of the coven thundered in her ears, fading as she young Maria plummeted into Hell.
     
    Maria lost her name along with her soul. She no longer needed it. All she needed was her new husband and master, a prince of Hell. He molded the girl in his image and empowered her, granting her black and damned blade to use in his name. She was his lover, his guard and executioner. She hunted down his enemies and spread fear among the damned souls of the pit. She reveled in the power and glory of it, truly finding herself at home for the first time.
     
    Then she was called before her demonic mate. His anger was great, but not directed at her. Several powerful, evil souls had escaped their prison and made it back into the mortal world. Each of these 13 souls had taken a small piece of artifact whose combined power could tip the balance of power in Hell. And destroy even a demon prince. But, the woman once known as Maria was no demon prince though she had nearly their power.
     
    “I am sending you back.†He caresses her cheek, claws drawing thin bloody welts down her pale flesh. She shivered in pain and purred at the pleasure. “You must find them for me. I entrust you with that task.â€
     
    “Of course, my Lord,†the woman once known as Maria whispered, looking forward to the thrill of the hunt already. “I will do it, but how? My mortal life ended and it is not in the power of the Dark Lords to create life…â€
     
    He chuckled and the temple/fortress shook. “Don’t humans have a saying? Rules are meant to be broken?†And so he reached into her chest and drew out her whimpering, pulsing essence…
     
    Nine months later, in the same temple to darkness Maria has been sent to her reward years ago another girl lay, trembling and naked, on the same blood darkened slab. She screamed as well but it was not a death cry, but cries of life, of labor. And Maria reentered the world in blood, born from this girl’s womb, in a tiny body created just for this purpose. Created in an act of base, loveless lust and warded to remain soulless the infant frame made the perfect vessel for Maria’s rebirth. It would have to grow, but what were a few short years to the immortal Dark Lords?
     
    She grew up quickly and strong, schooled in the mystic arts by her “husband’s†cult as well combat by various tutors. On her 18th birthday she was presented with yet another gift, her black blade Pandemonium or at least a version of it. Pandemonium existed in many realms and times, each version a shadow of the true weapon which did truly exist yet, but its evil was so powerful it echoed throughout time and space. Taking this a sign, she began her mission, taking the name “Sin†as an ironic joke; she began to comb the underworld searching for the escaped souls. Sin become known as a somewhat violent vigilante crimefighter and she kept up the image as it made things a bit easier, and she enjoyed notoriety.
     
    Sin’s mission brought her into conflict with Los Angeles Knights fairly quickly. One of her targets was shared by the super team and she couldn’t hope to best them all at once. So Sin joined them, with the intent of betraying them. The target escaped and she remains with the Knights for the possible assistance they could provide. And, though she is loathe to admit it, part of her enjoys having the first human companionship she’s had that wasn’t either terrified or worshipful. She has also come to enjoy their shared battles and “adventure†along with other pleasures of the world. The adulation and respect of the masses feels good. Ironically, Sin has become “corrupted†and when her hellish lord and master realizes this, things will become very intense very quickly.
     
    Powers: Sin is a powerful sorceress, skilled with occult magics and dark spells. She’s able to come up with enchantment to suit almost her every whim and has a few innate spells cast on her person that protect her and allow her siphon the life energies of others to heal herself. Her “Devil’s Luck†is a blessing is from her dark master and grants her good fortune, but only at the cost of another when she choose to activate it. Pandemonium is a deadly weapon her hand, able to slice threw most mundane defenses, strike directly at a target’s soul, follow any being it has drawn blood from and cut up a gate to Hell itself to either allow a small swarm of demons to escape or let its wielder by pass physical distance.
     
    Personality: Sin is calculating and cool headed. She is always looking for an angle or advantage in battle or life itself. Most of what made Maria human has faded, but its beginning to awaken with the more exposure she has to the real world. She occasionally smiles and laughs honestly out of glee rather than malicious amusement and feel such things as compassion and empathy. These moments confuse and, to a degree, frighten her.
     
    Quote: “What evil lies in the hearts of men? Let’s have a look at yours and see...â€
     
    Notes: Sin's Followers are various flunkies, cultist and worshippers. Her Transfer is built using a House Rule that Attributes raised to starting levels do not fade. It would have to be rebuilt into a more complicated construct to be "tournament legal" in Fifth Edition.
  14. Like
    OddHat reacted to Killer Shrike in The New Circle   
    Re: The New Circle
     
    A tighter Two-Face parrallel.
     

  15. Like
    OddHat got a reaction from Enforcer84 in The New Circle   
    Re: The New Circle
     

     
    But you'll get it as soon as I can.
     
    Thanks.
  16. Like
    OddHat reacted to Fireg0lem in The New Circle   
    Re: The New Circle
     
    This is Knucklebones, a master villain. It should be noted that until he runs out of Luck Points, he's essentially untouchable. This is intentional - since he's a master villain, he'll trade blows for a little while - burning of enough Luck to cause some serious damage - and then flee. Cinematically, this is because he's a master villain, and metagame-wise, he's low on Luck.
     
    Incidentally, he was intended to be one of five or so Soul Collectors, but I never made the others. They were going to be:
     
    Hellfire: Vietnam veteran, traded his soul for survival, he preys on desperate warriors. He primarily works in war-torn third-world countries like the DROTC or the Sudan. He has fire powers, and his "focus" is a gun.
     
    Mr. Rapentap (modified version of an existing character) the Pied Piper of Hamelin, traded his sould for magical (and evil) music. His focus is his pipes. He preys on children, and those associated with them (childless couples, people who are unhappy with their children, parents of dying children, etc).
     
    Doll Master: Dr. Frankenstein-esque Victorian mad scientist who wanted to "play god," he traded his soul for forbidden knowledge. He preys on those seeking forbidden information or secrets. His powers revolve around bizarre mad science that shouldn't work, but does. His focus is a book with uncountably many pages that holds What Man Was Not Meant To Know. He uses magical constructs to do his bidding. It's rumored that a number of seemingly free-willed technology-based villains are really only servants of the Doll Master - and who knows how powerful some of them may be....
     
    Queen Midas - the Lady of Avarice is perhaps the oldest of the soul collectors - she was born in the Byzantine empire, first earning her wealth and status through a series of husbands who met unfortunate - but natural - deaths. Only the Pied Piper may be older than her, for none know how long his evil has plagued the earth. Queen Midas preys on the greedy - she waylaid the knights of the Fourth Crusade and led them to pillage Constantinople, and today she offers Faustian deals to anyone who will take her up on her offer. How many business tycoons may be merely pawns of Queen Midas? She turns anything she touches into gold (and she cannot end this effect, forcing her to wear golden thread next to her skin at all times, and her focus is a single lucky coin made over a thousand years ago.
     
     
     
     
     
     
     
     
     
    Background Information, Knucklebones
     
    Header Information:
    Real Name: Michael Cornek
    Player: NPC
    Hair/Eye Color: Red Flame/ Black
    Height/Mass: 1.75m/75 kg
    Nationality: American
    Place of Birth: New York City, New York
    Date of Birth: September 19th, 1909
    Background Story: Mike always had a fascination with chance. He was born on an odd date – 09/19/1909 at 09:19 in the morning. He always suspected that it was exactly 9 seconds past the minute, but he had no way to be certain. He knew early on that he was lucky – protected, in some way. Things just never went badly for him. When he was fourteen, both of his parents were killed in a train accident – he survived without a scratch.
     
    He was to be sent to live with relatives, but he didn’t want to go. And somehow, he slipped through the cracks in the bureaucracy, and was forgotten. He made his way to the nearest speakeasy, where he knew gambling was run in the back. He dressed himself up to look older – by chance, nobody took a close look.
     
    He made a fortune in almost no time flat. He went out of his way to show that he wasn’t cheating, but winning fair and square. Once, someone tried to shoot him, but their gun backfired. Mike spent the next several years walking the streets of New York, unafraid of anything the world had to throw at him. Before long, he had built up a following – sycophants who hoped his luck would rub off on them, loyal thugs hired with money, and those who simple luck brought into debt to “Lucky Mike.â€
     
    And so the city came to fear the untouchable gangster, the man that the police just couldn’t catch. He slipped through the fingers of everyone, from authorities to early superheroes. Untouchable, that is, until he tried to oust the Cult of the Black Hand, an occult crime organization run by Mardricus, a magus with terrible, evil powers gained from bargaining with Hell.
     
    Mardicus’s Cult fell fast, but he did not die so easily. Riddled with bullets from an ambush by Lucky Mike himself, he used his last breath to curse his killer. The next day, Lucky Mike’s criminal empire began to fall apart beneath his feet. His gambling operations started pouring money, his bootleggers were busted so fast he jails filled up, and his closest lackeys turned against. He couldn’t even take a walk without getting sprayed with mud by passing cars. His famous luck had been turned against him.
     
    Desperate to recover his good fortune, No-Longer-Lucky Mike used the forbidden knowledge hidden in Mardricus’s books to contact the power of Hell. He sold his mortal sold for immortality and the return of his luck forever. Now, calling himself Knucklebones, he wanders the earth restlessly, seeking wealth and power to fill the void left behind by his lost soul. He will also do the bidding of demons who are willing to bargain more power in return for his services.
     
    Quote: - “Feeling lucky, heroes? Not lucky enough.â€
     
    Personality: - Knucklebones is a daredevil with no sense of fear or care for the consequences. He is full of hatred for everyone and everything in the world, and with no soul he cannot feel any positive emotions. He is greedy and power hungry, simply to provide a goal for him – he doesn’t enjoy the fruits of his crimes, only the suffering he can cause with them.
     
    He is a sucker for games of chance, especially because he is practically unbeatable. He loves nothing more than using games of chance as bargaining pieces for mortal souls – he will offer whatever they want if they win, and demand their soul if they lose.
     
    Appearance: - Knucklebones is a flaming skeleton straight out of the pits of Hell. The flames on his head vaguely resemble hair, and his eyes burn with an unholy light. He always wears the same pinstriped suit and fedora as he did when he made the bargain – they are as undying as he is, and will always return to his body if they are stolen.
     
    Powers: - Knucklebones has incredible powers of luck, enhanced by the power of the underworld. His luck is simply unnatural, making him nearly invincible. Moreover, he was granted a pair of magic dice used to invoke darker powers. They are ordinary looking bone dice that are indestructible and always return to his hand. In fact, there is no way to prevent them from being thrown – “cheating†is completely impossible, and the dice will always show the true, random result. He merely needs to throw the dice towards his target (or will them to be thrown, if his hands are bound) and the power will take effect.
     
    He also is nearly unkillable even beyond his unnatural good luck, due to his nature as a soulless being. Blasting his body to pieces or banishing with holy power is useless – he will simply reappear later, none the worse for wear.
     
    Finally, he is authorized to bargain for souls on behalf of the powers of Hell. He can use his dice for this as well – if he loses, he gives the supplicant their heart’s desire, and if he wins, he takes their soul.
     
    Knucklebones
     
    Characteristics:
    Cost Characteristic Value
    13 Strength 23
    57 Dexterity 29
    26 Constitution 23
    12 Body 16
    3 Intelligence 13
    26 Ego 23
    15 Presence 25
    -5 Comeliness 0
    4 Physical Defense 9
    4 Energy Defense 9
    27 Speed 6
    0 Recovery 10
    0 Endurance 46
    0 Stun 40
     
    Combat and Roll Information:
    OCV: 10
    DCV: 10
    ECV: 8
    Combat Phases: 2, 4, 6, 8, 10, 12
    Strength Roll: 14
    Dexterity Roll: 15
    Constitution Roll: 14
    Intelligence Roll: 12
    Perception Roll: 12
    Ego Roll: 14
    Resistant Physical Defense: 10
    Resistant Energy Defense: 10
    Running Speed: 6"
    Powers:
    Cost Power
    5 Playing Dice with the Devil: Multipower, 20-point Reserve – Can Only Be Used For A Target Who Agrees to A Dice Game For His Soul, Knowing What He Is Agreeing To (-2), Can Only Use The Effect Corresponding To A Win Or Loss (-1), Must Use The Power At The First Opportunity Until Effect Is Complete (-1)
    1u Losing Your Soul: Major Transform 1 point (Target into Target With No Soul, Can Only Be Restored By Bargaining With The Demon Who Holds It) – Penetrating (+½), 0 Endurance Cost (+½), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) Endurance Cost 0
    1u Gaining Your Heart’s Desire: Major Transform 1 point – 0 Endurance Cost(+½), Improved Target Group (The Heart’s Desire Of The Winner; +¾), Variable Advantage (Based on Ego Combat Value, Indirect and Transdimensional [Earth from Hell or Vice Versa], Penetrating x2, Area of Effect [One Hex] and Megascale: 1†= 10 km; +1 3/4) Endurance Cost 0
     
    52 The Devil’s Dice: Multipower, 157 Point Reserve – No Conscious Control (Slot Randomly Determined by 2d6 Roll; -1), Must Change Slot Before Each Use (-½), Must Choose to Use Power And Pick Target Before Rolling (-½)
    16u 2, I Win: 7d6 Ranged Killing Attack – 0 Endurance Cost (+½) Endurance Cost 0
    7u 3, Go Directly To Hell: Extra Dimensional Movement (The Fiery Pits of Hell) – Useable As Attack (+1), Ranged (+½), 0 Endurance Cost (+½), Affects Desolid (+½) Endurance Cost 0
    16u 4, Null Power: Drain 6d6+1 – Target’s “Greatest†Remaining Power (+¼), Delayed Return Rate (5/minute; +¼), 0 Endurance Cost (+½), Ranged (+½) Endurance Cost 0
    15u 5, Face the Darkness: Darkness to Sight, Mental, Radio, Smell/Taste, Hearing, and Touch Groups and Spatial Awareness 1" radius – Personal Immunity (+¼), 0 Endurance Cost (+½), Uncontrolled (+½), Usable As Attack (+1), Ranged (+½) Endurance Cost 0
    15u 6, Lose Your Turn: Drain Speed 7½d6 – Endurance Cost 0 (+½), Ranged (+½) Endurance Cost 0
    7u 7, Lose Your Will: Mind Control 21d6 – 0 Endurance Cost (+½); No Conscious Control (Randomly Either “Protect Me At All Costs†or “Kill All Your Allies, Then Yourselfâ€; -1), Uses OCV/DCV (-¼) Endurance Cost 0
    15u 8, Lose Your Chance: Negative Combat Skill Levels (-6 OCV, -6 DCV) – Ranged (+½), 0 Endurance Cost (+½), Uncontrolled (Lasts 2 Turns, or Until a Luck Roll is Made; +½) Endurance Cost 0
    7u 9, Face Your Fear: Mental Illusions 21d6 – 0 Endurance Cost (+½); Only to Create The Target’s Worst Fear (-1), Uses OCV/DCV (-¼) Endurance Cost 0
    10u 10, Null Fortune: 7d6 Major Transform (Target into Target with 21d6 of Unluck, Cured By Any Traditional Way of Reversing Bad Luck) – 0 Endurance Cost (+½); Lasts A Maximum of 7 Days (-½) Endurance Cost 0
    7u 11, Say Goodbye: Teleportation 16†– Useable As Attack (+1), Ranged (+½), 0 Endurance Cost (+½), Affects Desolid (+½), Megascale (1†= 1 km; +¼); No Conscious Control (Random Destination; -1) Endurance Cost 0
    16u 12, You Lose: 21d6 Energy Blast – 0 Endurance Cost (+½); Beam (-¼), Does No Body (-¼) Endurance Cost 0
     
    10 Demonic Powers: Elemental Control (26) – Not On Sanctified Ground (-¼)
    7 (1) Unholy Flames: RKA 1 point – Continuous (+1), Damage Shield (all attacks; +¾), 0 Endurance Cost (+½), Persistent (+½), Penetrating (+½); Always On (-½) Endurance Cost 0
    10 (2) Demonic Aura: Force Field 11 PD / 11 ED – Endurance Only to Activate (+¼) Endurance Cost 0
    10 (3) Flash of Fire and Brimstone: Teleportation 5", x2 Increased Mass – Variable Advantages (Megascale 1†= 1 km, 1†= 10 km, Armor Piercing, 0 Endurance Cost; +¾) Endurance Cost 0
    14 (4) Can Not Die: Healing 1d6 (Regenerate 1 Body per Turn), Resurrection – 0 Endurance Cost (+½), Persistent (+½); Extra Time (1 Minute; -1½), Self Only (-½) Endurance Cost 0
     
    15 Doubles Means Roll Again: Speed: +6 – Only After Rolling Doubles On Dice Multipower (-2), Only To Use Dice Multipower Again On The Same Target (-1) Endurance Cost 0
    5 Can’t Cheat Him: +15 PER with Normal Sight – Only to Detect Cheating (-2) Endurance Cost 0
    50 No Longer Human: Total Life Support, and Longevity: Immortal Endurance Cost 0
    15 Soulless: Mental Defense +15 (20 total) Endurance Cost 0
    20 Infernal Toughness I: Power Defense 20 Endurance Cost 0
    30 Infernal Toughness II: Physical Damage Reduction 50%, Resistant Endurance Cost 0
    30 Infernal Toughness III: Energy Damage Reduction 50%, Resistant Endurance Cost 0
    37 Nothing But Bones and Fire I: Armor 10 rPD / 10 rED – Hardened (+¼) Endurance Cost 0
    10 Nothing But Bones and Fire II: Lack of Weakness -10 for Resistant Defenses Endurance Cost 0
    9 Nothing But Bones and Fire III: Damage Resistance for 9 PD / 9 ED Endurance Cost 0
    15 Fire for Eyes: Flash Defense 15 (sight) Endurance Cost 0
    105 The Devil’s Own Luck I: 21d6 Standard Luck Endurance Cost 0
    25 The Devil’s Own Luck II: 5d6 Luck (Reroll A Number of Rolls Equal to Body of Luck Dice) Endurance Cost 0
    25 The Devil’s Own Luck III: 5d6 Luck (Reroll A Number of Individual Dice Equal to Total) Endurance Cost 0
    25 The Devil’s Own Luck IV: 5d6 Luck (Add To or Subtract from Rolls Amount Equal to Total) Endurance Cost 0
    Perks:
    33 Contact (Hell) 17-, Contact Has Extremely Useful Skills or Resources
    Skills:
    Cost Skill Roll
    3 Analyze: Games 12
    3 Bribery 14
    3 Bureaucratics 12
    3 Contortionist 15
    0 Everyman Skills
    Acting 8
    Area Knowledge: New York City 8
    Climbing 8
    Computer Programming 8
    Concealment 8
    Conversation 8
    Deduction 8
    Language Skill: English N/A
    Paramedic 8
    Professional Skill: Gangster 11
    Shadowing 8
    Transport Familiarity: Small Ground Vehicles N/A
    3 Fast Draw 15
    3 Forgery 12
    16 Gambling (Card Games, Dice Games, Roulette, Sports Betting, Slot Machines) 15
    2 Knowledge Skill: Contract Law 12
    2 Knowledge Skill: The 1920s and 1930s History 12
    2 Knowledge Skill: Crime and Punishment 12
    2 Knowledge Skill: Liquor, Women, and Sin 12
    30 Skill Levels: +3 Overall N/A
    15 Skill Levels: +3 Overall – Requires One Level of Luck (-1) N/A
    12 Skill Levels: +3 Overall – Requires Two Levels of Luck (-1½) N/A
    10 Skill Levels: +3 Overall – Requires Three Levels of Luck (-2) N/A
    3 Scholar N/A
    3 Sleight of Hand 15
    3 Streetwise 14
    2 Weapon Familiarity: Small Arms N/A
    Martial Arts: Streetfighting
    Cost Name OCV DCV Notes
    4 Duck and Dodge - +5 Dodge, Abort
    5 Fast Punch/Kick +1 +3 4½d6 Strike
    4 Get Loose +0 +0 Str 38 vs. Grabs
    Disadvantages:
    Classification Disadvantage Roll Points
    Distinctive Flaming Skeleton in a Pinstriped Suit and Black Fedora 25
    Distinctive Has No Soul 15
    Physical Has No Soul 20
    Physical -6 to All Rolls on Holy Ground 20
    Psychological Hatred for Humanity 25
    Psychological Totally Immoral 25
    Psychological Casual Killer 20
    Psychological Bound By True Oaths 25
    Psychological Compulsive Risk-Taker 25
    Reputation Collects Souls for the Devil 14 20
    Rivalry Other Soul Collectors 10
    Social Limitation Occupation: Demonic Soul Collector 25
    Social Limitation Obvious and Dangerous Powers 20
    Social Limitation Obviously Some Sort of Demon 20
     
    Totals: 999
    Characteristics: 176
    Powers: 657
    Skills: 120
    Perquisites: 33
    Martial Arts 13
  17. Like
    OddHat reacted to Lightray in The New Circle   
  18. Like
    OddHat reacted in The New Circle   
    Re: The New Circle
     
    When you jerks ChuckG and Agent X are done fanning the flames of this napalm war, let me know. Until then, I'll be working on rounding out the Quarter, some allies/rivals for the Circle.
  19. Like
    OddHat reacted to paigeoliver in Superhero Images   
    Re: Superhero Images
     
    Mine is a modified photograph.
  20. Like
    OddHat reacted to JSenecal in Character Posting Game.   
    Re: Character Posting Game.
     
    How's this one for a Heroic Monster? I've played it as a Fantasy hero character, and I'm now playing it as a modern day superhero.
     
    Crystal Stone (Gargoyle)
     
    Background
    Crystal's earliest memories were of being raised in a Wizards tower by the illusionist Edward Stone. Although she was as large as she would ever be, it took 20 years of training until she was ready to go out into the world. Although her Quartz gargoyle body made her a fighter, most of her early training was as a sage, learning the world situation and the languages needed to be understood. Crystal wasn't very bright, so she was a slow learner. But she liked to learn, and didn't need to sleep, so eventually she did learn what she needed.
     
    Crystal spent several years exploring the world and doing good deeds, but her monstrous appearance worked against her. Few were the people who would trust the 'glass' gargoyle. Eventually she went home to her master, and the small village which knew her.
     
    Her master then taught her some of his illusion spells. Because of her limits, he taught her only the most general spells rather than many specific spells. It took many more years, but Crystal learned a spell for creating images that all could see, and a spell for changing what one person saw. But much more useful to her were the spells that allowed her to disguise herself and the spell that provided an illusionary but very solid protective shell. The disquise spell was a powerful one, affecting all known senses. While she would always be an animated hunk of quartz weighting close to a ton, with this spell active, she could appear as a human, and even sit in a chair despite her wings, tail, and weight. But nothing comes without a price, and in human form she was much weaker, and her hidden wings wouldn't catch the air so she couldn't fly.
     
    Crystal was ageless stone, but her master was only human and eventually grew old. But before he died, he gave Crystal her freedom and his name, making her Crystal Stone. He also made her his heir, a daughter of mind since he had no child of the flesh. Crystal didn't know what to do with her freedom, she had always existed to serve and protect, so she continued to do so until her master, now father died.
     
    She continued to live in the wizards tower, posing has Edward's human daughter, and protecting the town as best she could. But the middle ages were a time of invasions, and she was only one fighter. Eventually the tower fell, and the town was ransacked. Those that survived left. Crystal had been damaged in the fight, but thanks to the illusionary armor, not fatally. The cracks soon mended, but there was no one left to protect. So she secured what had survived in the tower, books, furniture, magical talismans, all were sealed in the basement, and then she buried the basement stairwell to hide that there was ever a basement to the tower. Crystal then again went out into the world, but this time as a human. Usually she wore the guise she had developed as Edward's daughter, but she changed it to fit what was needed, often taking the guise of a man because women were ignored.
     
    Times change and the 20th century found Crystal in the United States. There she learned about museums, and how they preserved as well as displayed ancient artifacts. Going back to England, she recovered what was left of the tower's contents and brought it back to the U.S. There she went looking to make a deal with a museum, that they could display the old family relics if they hired her as its curator. Since she was willing to accept a very low wage, she was able to find a museum that would accept her offer. She remains the owner of the private 'Stone' collection. But it pleases her to have it on display, while being around to guard it.
     
    The museum developed a reputation for being guarded at night by some sort of monster, though only attempted thieves ever saw the creature. The only evidence that such a creature might actual exist was the occasional bound thief found when the museum opened. Of course this was simply the unsleeping Crystal, guarding her fathers belongings. With no need to eat or sleep, her small wage went towards buying books and newspapers, with most of it being saved.
     
    When superheroes started appearing, Crystal extended her protection to cover the entire city. In order to avoid scaring those she sought to help with her inhuman appearance, she developed and perfected a second form, that of a small human wearing a technological gargoyle suit. This form allows her to use her full abilities, but doesn't cause as much fear as her natural form does. She has learned enough technical terms to sort of explain her 'suit', but it's all meaningless technobabble.
     
    Although she knows a great deal about magic, Crystal has never learned about her own origins. She doesn't know how she was made, nor if she has a human soul or if she actually is a soulless monster.
     
    Appearance:
    In her natural form, Crystal Stone is a 6'2" tall clear quartz gargoyle, with large bat-like wings, tail, claws, and a monstrous visage (Demona from the Gargoyles cartoon, but made of glass). While obviously female in appearance, she is not anatomically correct, and does not normally wear clothes. Her natural voice sounds like talking chimes.
     
    In her human form, Crystal is still an imposing 6'2" tall, but she is a well built red-head. She tends to dress conservatively, though any cloths are just an illusion. She disguises her voice as a husky contralto.
     
    In her Gargoyle form, she appears to be an oriental woman strapped into a metal Gargoyle exoskeleton. Except for securing straps, the torso, arms and legs are visible, with the exoskeleton extending the feet and arms. The wings are metal, and appear less bat-like. And the tail has radiation warning symbols on either side of it. The lower part of her face is covered by a respirator and voice distorter, while her upper face is exposed, as is her long black hair. Her 'distorted voice' is actually her natural voice, but with a japanese accent.
     
    She has also practiced and perfected an illusion of Gargoyle without the exoskeleton suit, for those rare cases where she needs to 'take it off'.
     
    Personality:
    Crystal is always calm and collected, which gives the feeling that she's cold and distant. The truth is, while she can feel emotions, she never feels them strongly. Both her nature and training are to remain calm even in stressful situations. Also, she is incapable of feeling remorse. Even when she failed to protect the village and her fathers tower, she didn't feel bad about it afterwards.
     
    Crystal likes be around people. She is very fond of her job at the museum, and happily answers peoples questions.
     
    While Crystal is not very bright, and it takes her a long time to learn something new, this isn't readily apparent from talking to her. She can follow and contribute to most conversations.
     
    Powers:
    Crystal is basically an ancient stone golom. This gives her incredible strength and durability for the middle ages, but against superheroes, she's a slow, weak brick. Her claws are as effective as a sword, but modern laws keep her from using them for more than climbing walls. Her wings allow her to fly. Actually the flight is magical, her wings aren't nearly large enough to lift her mass. Finally, she can see well in anything less than complete darkness. Her tail is used for balance and does not function as an extra limb.
     
    She is also trained in illusion magic. She can either disguise herself, create images, or project illusions into someone's mind. At the same time, she can also project an illusionary, but quite solid shell around herself for additional protection. All of these spells require intricate gestures to start, and a piece of quartz. Of course, Crystal always has the piece of quartz, that's what she's made of. Centuries of practice have made the disguise and protection spells effortless, the other two spells she uses only rarely.
     
    Finally, Crystal has centuries of practice in hand to hand fighting. She usually hits what she aims at. In comparison, her defense skills are lacking, she's always counted on her tough body and defensive magic to protect her.
     
    Crystal has a good knowledge of history (having lived through it) and magic. She also is keeping up with current events, and knows who is who. And it's hard to protect people you can't talk too, so Crystal knows over a dozen languages.
     
    Val Char Max Pts.
    35/20 STR 23 10
    15 DEX 15 15
    15 CON 20 10
    13 BODY 23 6
    8 INT 13 -2
    8 EGO 13 -4
    13 PRE 20 3
    12 COM 12 1
    11/8 PD 8 4
    9/6 ED 8 3
    3 SPD 3 5
    7 REC 10 -6
    30 END 50 0
    31 STUN 50 -8
    Characteristics Cost: 37
     
    Skill / END /
    Pts. Talent / Perk / Power Roll
    Gargolye shape
    15 1D6 HKA (2D6 w/STR) 1
    18 11" Flight (44" nc, 49.2 mph) 2
    Restrainable (-1/2)
    4 8" Running (16" nc, 17.9 mph) 2
    10 35 STR Clinging
    5 Nightvision
    Body of Stone
    18 7PD 5ED Armor
    30 3 lvls Density Increase 0
    800kg, +15 STR, -3 kb, +3PD/ED
    Always on unless shape shifted
    6 1 BODY Regeneration per hour 0
    50 LS: Full Life Support + unaging
    3 Simulate Death
    Illusion Magic
    21 7PD 7ED Force Field 0
    48 60 pt Multi Power (requires gestures)
    5 U Shape Shift any shape 0
    Sight, sound, smell, touch
    5 U Illusionary Images, -6 to PER 6
    Sight, sound, 4" radius
    5 U 12D6 Mental Illusion 6
    Training
    3 Scholar
    1 KS: History of Europe 11
    1 KS: American History 11
    1 KS: World History 11
    1 KS: Middle Ages 11
    1 KS: Heraldry 11
    1 KS: Magic 11
    1 KS: Illusion Magic 11
    1 KS: Magical Creatures 11
    1 KS: Magical Places 11
    1 KS: Magical Artifacts 11
    1 KS: Legends 11
    1 KS: Current Events 11
    1 KS: Current Political Situation 11
    1 KS: Local Laws 11
    1 KS: Known Supervillians 11
    1 KS: Known Superheroes 11
    1 KS: Heads of State 11
    1 KS: Important People in city 11
    1 KS: (Other) Famous People 11
    1 KS: Technobable 11
    2 AK: World 11
    2 AK: Campaign City 11
    3 Linguist
    1 Arabic (Fluent, no idiom)
    1 English (Imitate dialects)
    1 French (Fluent, no idiom)
    1 Gaelic (Fluent, no idiom)
    1 German (Fluent, no idiom)
    1 Greek (Fluent, no idiom)
    1 Hebrew (Fluent, no idiom)
    1 Italian (Fluent, no idiom)
    1 Japanese (Fluent, no idiom)
    1 Latin (Fluent, no idiom)
    1 Macedonian (Fluent, no idiom)
    1 Mandarin (Fluent, no idiom)
    1 Norwegian (Fluent, no idiom)
    1 Russian (Fluent, no idiom)
    1 Spanish (Fluent, no idiom)
    2 PS: Sentry 11
    2 PS: Musium Curator 11
    18 +7 with Punch (Basic Strike), Claw, or Grab
    3 Basic Strike (+1 OCV, STR+2d6 Damage)
    313 : Skills Cost
    37 + Char Cost
    350 = Total Cost
     
    15 Secret ID (Crystal Stone)
    10 DF: Glass Monster (EC, MR)
    5 DF: Cannot eat or drink (EC, NR)
    5 DF: Powerful Magic Artifact (NC, detect magic only)
    10 Never feels remorse (C,M)
    15 Purpose in life is to Protect (C,S)
    15 Paramedic and most healing doesn't work due to not being alive.
    10 1 1/2 x Body & Stun from sonic atks
    20 Gargolye characterisk Maxima
    20 Hunted by Demon on 8- (MP, NCI) Why does tech hero radiate magic?
    15 Always Calm And Collected (C,S)
    5 Gregoreous
    1 Q: Likes to study
    1 Q: Extra running requires running on all fours
    1 Q: Flash when takes damage
    1 Q: Completely rigid when unconscious
    1 Q: Still protects relics from creator
    Disadvantages Total: 350
  21. Like
    OddHat got a reaction from Enforcer84 in Character Posting Game.   
    Re: Character Posting Game.NEXT CHALLENGE: A theme based character in which an innocent theme is turned to evil purposes.Okiko TakajimaPlayer:
    Val** Char*** Cost 40/90** STR 0 11** DEX 3 28** CON 6 20/25** BODY 0 5** INT -5 10** EGO 0 40** PRE 10 10** COM 0 * 8/35** PD 0 6/33** ED 0 3** SPD 9 14** REC 0 56** END 0 55/60** STUN 0 *21"**RUN02"**SWIM08"/18"**LEAP0Characteristics Cost: 23Cost** Power END 15** Growth Powers: Elemental Control, 30-point powers [Notes: All growth powers activte at once, and proportionately.]* 16** 1) Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (31 Active Points)* 2 16** 2) Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB), Costs END Only To Activate (+1/4) (31 Active Points)* 2 15** 3) Thick layers of regenerating baby fat: Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points)* 2 8** 4) Giant Sized Limbs: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Always Direct (-1/4)* 0 15** 5) Giant Legs: Running +15" (21" total) (30 Active Points)* 3 11** 6) Giant Babies Heal Quickly: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)* 0 20** +15 CON (30 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 20** Big Bones and Chubby: Armor (10 PD/10 ED) (30 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 0 13** Cute Giant Baby: +20 PRE (20 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 13** +10 BODY (20 Active Points); Linked (???; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 20** +30 STR (30 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 3 16** Big Brain Berserker Baby: Mental Defense (22 points total) (20 Active Points); Only when Enraged (-1/4)* 0 10** Born to Fight Monsters: Power Defense (10 points)* 0 67** Giant Limbs: Area Of Effect (up to One Hex; +1/2) for up to 90 Active Points of Strength, Reduced Endurance (0 END; +1/2) (67 Active Points)* 0 17** Cute Giant Baby Karate: +6 with HTH Combat (30 Active Points); May never add to DCV Power loses about a third of its effectiveness (-1/2), Only at full size (-1/4)* Powers Cost: 292Cost** Perk 5** Reputation: Beloved Monster Fighting Baby (A medium-sized group) 11-, +5/+5d6* 30** Contact: Popular Super Powered Parents (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 12-* Perks Cost: 35Val** Disadvantages 10** Money: Destitute* 25** Psychological Limitation: Only understands the world at the level of a two year old (Very Common, Total)* 20** Enraged: If frustrated, frightened, or attacked (Common), go 8-, recover 8-* 25** Enraged: If takes Stun or Body (Uncommon), go 14-, recover 8-* 5** Distinctive Features: Giant Baby (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Social Limitation: Famous Giant Superbaby (Frequently, Major)* 25** Hunted: Demon 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) [Notes: Wishes to use Okiko in Evil Ritual]* 25** Hunted: Multiple Criminal Organizations 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture) [Notes: Wish to kidnap and control Okiko]* Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

    Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Chubby, unhappy 20 foot tall two year old Asian girl.Personality: Personality: Okiko is a typical two year old girl, sweet, playful, and with a very bad temper. She wants her mommy, she wants her binky, and she will crush anyone in her way.  

    Quote:WAAAAAAAAAA!!!!!!Background: The wedding of TaiGaru (Big Girl) and ShiboYama (Fat Mountain) was the biggest event on the 2000 Tokyo social calendar. Japan’s premier independent fighters of giant monsters, long time partners, were finally married on the slopes of Mount Fuji itself! TaiGaru looked lovely, 35 full feet of Japanese womanhood, while ShiboYama looked magnificent in a tuxedo made for a 48 foot tall Sumo wrestler. When TaiGaru announced that she was pregnant later that year, the Japanese public went wild!  
    Okiko was born in February, 2001. A strapping 24 pound baby girl, shy quickly demonstrated that she had inherited her parents powers and more so! Japan would be blessed with another generation of monster fighters! Her parents could not have been more proud.
     
    But now, Okiko has been kidnapped and taken to Millennium City! Her captor has lost control of his captive, and she wanders the streets in a country not her own, hungry, lost, afraid! And very, very angry.

    Powers/Tactics: Tactics: Okiko has no tactics. She will hit anything that is bothering her, and with her metahuman strength and Cute Baby Karate she may hit it very hard. She will probably cause a great deal of damage unless someone is able to calm her down and return her to her parents. Her high PRE is used for “cuteness attacksâ€, especially on heroines and villainesses. SHe will use her 1 hex area fists to strike at foes, and can perform sweep attacks to cover multiple hexes. Left alone, she will wander through the city, hitting things that scare her, putting things in her mouth, and crying loudly. If calmed, she will revert to her normal size, a two and a half foot tall 55 pound two year old girl. Campaign Use: City destroying menace, at least until she is calmed down and returned to her mother. If a hero were to seriously hurt or kill Okiko, that "hero" would earn the undying hatred of Okiko's parents.Next Challenge: An evil Asian Mystic Mastermind
×
×
  • Create New...