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Lightray

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  1. Like
    Lightray got a reaction from zornwil in The New Circle   
    *pant*, *pant*
     
    Because I was trying to steal ideas from you all for tomorrow night's game, and it was getting annoying trying to find stuff and I'm a little compulsive like that. That's why:
     
     
    Guide to Characters in the Thread
     
    The New Circle Homepage
     
     
    The Circle
     
    Legend – 350 pt Superman tribute
     
    Legend – 750 pt experienced Superman tribute
     
    team dynamics for Legend
     
     
     
    Night Hunter – 350 pt Batman tribute
     
    Night Hunter – 750 pt experienced Batman tribute
     
    Avenging Angel – 649 pt Atlantean attack craft vehicle for Night Hunter
     
    Hunt Lodge – 626 pt base for Night Hunter
     
    team dynamics for Night Hunter
     
     
     
    Athenian – 350 pt Wonder Woman tribute
     
    Athenian – 750 pt experienced Wonder Woman tribute
     
    team dynamics for Athenian
     
     
     
    Always – 350 pt Flash tribute
     
    Always – 750 pt experienced Flash tribute
     
    team dynamics for Always
     
     
     
    The Light – 350 pt Green Lantern tribute
     
    The Light’s Jade Tigers – 142 pt summonable for The Light
     
    The Light – 750 pt Green Lantern tribute
     
    The Light’s Jade Dragon – 375 pt summonable for The Light
     
    team dynamics for The Light
     
     
     
    The Master – 1717 pt mystic mentor
     
    The Lucky Dragon – 350 pt Chinese restaurant base
     
     
     
    Enemies of The Circle
     
    The Sinister Chang Kar Wai – 750 pt enemy of The Light
     
    Golden Chinese Demon – 719 pt summonable for Chang Kar Wai
     
    Arthur Wellington Smyth Jacoby – 600 pt adventuring ghost minion for Chang Kar Wai
     
    Golden Monkey Warriors – 459 pt minions for Chang Kar Wai
     
    Maria Chang – 150 pt lawyer for Chang Kar Wai
     
     
     
    Allies of The Circle
     
    Kanae – 350 pt Aquaman tribute
     
     
    Silence – 350 pt Martian Manhunter tribute
     
     
    Haunt – 350 pt Specter tribute
     
     
    Oppenheimer – 350 pt The Mighty Atom! tribute
     
     
    Dog – 350 pt super-pet
     
     
    Boudicca – 350 pt Green Arrow tribute
     
    The Lion of Shaolin – 350 pt Black Canary tribute
     
     
     
    ------------------------
     
    by Moody Loner
     
    Tao – 350 pt Captain America tribute
     
    Tao – 750 pt experienced Captain America tribute
     
     
    the Baffler – 290 pt Baffler tribute
     
     
    Cold Iron - 600 Point Power Armor Foe of the Fey Folk
     
     
     
    ------------------------
     
    by Enforcer84
     
    The Legendary Ithecles – 1300 pt Thor tribute
     
     
    Empowered – 350 pt Hour Man tribute
     
    Empowered – 750 pt experienced Hour Man tribute
     
     
    The Marvel - 350 point Captain Marvel Tribute
     
    The Marvel - 850 Point Captain Marvel Tribute
     
     
    Balrog, the Demon – 350 pt KISS tribute
     
    Idol, the Star Child – 350 pt KISS tribute
     
     
     
    ------------------------
     
    by SKJAM!
     
    Howling Man – 350 pt Wolverine/Vixen/Animal Man tribute
     
     
     
    ------------------------
     
    by Kristopher
     
    T'Shenk Kennet – 805 pt mystic hero
     
     
     
    ------------------------
     
    by Killer Shrike
     
    Legend – 446 pt version (played by OddHat in Killer Shrike’s campaign?)
     
     
    Epitaph – 447 pt dystopian version of Legend
     
     
    Alex Abraxas – 800 pt Lex Luthor tribute
     
     
    Silvera – 750 pt Metallo tribute
     
     
    Schism – 425 pt Two-Face tribute
     
     
    Gentleman Jim – 1100 pt Gentleman Ghost tribute
     
     
    Bipolar – 600 pt Two-Face tribute
     
     
     
    ------------------------
     
    by JohnOSpencer
     
    Lotus – 398 pt mystic heroine
     
     
    The Golden Skull – 1093 pt master-level mystic villain
     
     
     
    ------------------------
     
    by Lightray
     
    The Lady In Black – 1125 pt NPC plot device
     
     
    Valentine – 600 pt John Constantine tribute
     
     
    Vespero – 500 pt Hawkman tribute
     
     
    Vespera- 500 pt Hawkwoman tribute
     
     
    Black Swan - 350 Point Zatana Tribute
     
     
    The Undying Ka - 590 point Multiforming Master Villain and Lord of the Underground Empire
     
    Gorilla Ka – 480 pt Ka multiform
     
    Ant Ka – 480 pt Ka multiform
     
    Dolores Summers – 480 pt Ka multiform
     
    Ushabti Ka – 480 pt Ka multiform
     
    Giant Ant – 115 pt creature minion
     
    Hidden Sanctum – 200 pt base
     
    bonus scenario sketch for the Undying Ka
     
     
    Golden Knight – 350 pt Booster Gold tribute
     
    Sapphire Scarab II – 375 pt Blue Beetle tribute
     
    Scarabaeus – 245 pt beetle ornithopter
     
     
    Djinna – 230 pt “teen champions†Jakeem Thunder tribute
     
     
    Sibyl – 800 pt Oracle tribute
     
     
    The Fairest – 500 pt Mirror Master tribute
     
    Shuriken-san – 500 pt Captain Boomerang tribute
     
    Piper – 500 pt Pied Piper tribute
     
    Van der Decken – 550 pt Captain Cold tribute
     
    The Flying Dutchman – 260 pt ghost ship
     
     
     
    ------------------------
     
    by Fireg0lem
     
    Lumina – 350 pt mystic lunar/solar PC
     
     
    White Wizard - 600 pt racist KKK wizard
     
     
    Knucklebones – 999 pt master villain
     
     
     
    ------------------------
     
    by Myrmidon
     
    Black Lion – 611 pt mystic villain
     
     
    Black Rose – 605 pt mystic villainess
     
     
     
    ------------------------
     
    by Nexus
     
    Sin – 450 pt mystic demon PC
     
     
     
    ------------------------
     
    by Chuckg
     
    Starguard – 815 pt mystic PC with sunny disposition
     
     
     
    -------------------------
     
    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
     
    Comte Ste. Germain – 1275 pt foe of the Quarter
     
     
    Dragonstar – 350 pt blend of Green Lantern/Captain Marvel
     
    Boneface – 350 pt blend of Mr. Miracle, Deadman, Nightcrawler, and Dick Grayson
     
    The Bison – 350 pt Cyborg/Thing analog
     
    Soulrider – 800 pt master villain
     
     
    Captain Deadboy – 350 pt John Constantine + Incredible Hulk mix
     
     
    White Eagle – 350 pt Black Canary tribute
     

     
     
     
    --------------------------
     
    by megaplayboy
     
    Deux Ex Machina – 17,734 pt (!) ominous god king
     
    Deus Ex Machina, part deux
     
     
     
    --------------------------
     
    by csyphrett
     
    Captain Steve Charlton – 450 pt. Dimensional Commando
     
    Q-Man- 450 pt Dimensional Commando
     
    Q-Man, part deux ?
     
    Lily Veil – 450 pt Dimension Commando
     
    Lily Veil, part deux
     
     
    Scarlet Scarab – 450 pt Blue Beetle (?) tribute
     
     
     
    --------------------------
     
    by steriaca
     
     
    Lucifer Morningstar – 819 pt Lex Luthor analog
     
    The Laff – 758 pt Joker/Riddler fusion
     
    The Brain – 968 pt Braniac/Gorilla Grodd analog
     
    The Great Eye – 1180 pt Starro analog
     
    The Claw - 713 pt Cheetah analog
     
    The Cold – 593 pt Captain Cold analog
     
    The Corpse – 694 pt Solomon Grundy analog
     
    The Dark – 747 pt Sinestro homage
     
    The Devilfish - 821 pt Black Manta analog
  2. Like
    Lightray reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     

     
    I've come to like Nighthawk. I just think of him as a Seattle Seahawk fan. And it in my mind, it is a kinda homage-homage to Alex Ross's Battle of the Planets artwork. In his hands, those costumes don't look goofy...they are kinda cool. I just try to do the same thing with Nhawk.
     
    I've sorta done my updates quietly. In champions battlegrounds, I gave Sapphire a long duster and I thought that really worked.
     
    Witchfire/craft/Solitaire's clothing changes slightly, but I've always kept the teal.
     
    I like Defender pretty well. I had a version many years ago that was a bit more intricate, but I liked better. In hindsight, I would like sleeker, especially in the helmet.
     
    I don't care for Ironclad, but that is rooted in the character himself. I do kinda like the Egyptian like motif. The strap across the chest works for me and the two-tone color is fine. I would have prefered a look that emphasised his alien nature... not a bumpy head mutant. Give him four arms or something. Make him all armadillo plated... to really earn the moniker "Ironclad". Hell, he is an alien gladiator *yawn, I hate that*... give him stretching powers and lots of HKA, spikes and blades, pitted and rusted... or something a bit more INTENSE than what he is.
     
    What would y'all do?
  3. Like
    Lightray reacted to Supreme Serpent in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    "Now Acroyear, you shall pay for betraying Spartak!"
  4. Like
    Lightray reacted to M Bison in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    Hey man! I ain't paying character points for a shovel! And that Tesla Rifle is great for mechanoids. Not so much for organics.
     
     
    I guess the cat's out of the bag now! That's right, Lightray! I am now reading the forums. hehehe.
     
    Just signed up today!
     
    Looks absolutely fantastic Storn. Quality work as usual.
  5. Like
    Lightray reacted to Enforcer84 in The New Circle   
    Re: The New Circle
     
    Mirror Master?
  6. Like
    Lightray reacted to Steve Long in f/u Grab: Throwing & Squeezing after initial Grab   
    Re: f/u Grab: Throwing & Squeezing after initial Grab
     
    I'm not sure I understand what you mean by "either" roll. If a character attempts a Grab and misses, he's never going to get to the "Throw" stage of things in the first place, so the Throw rules don't come into play. Only if the character has to make an Attack Roll with his Throw -- either to perform it at all, or if he's trying to hit a specific target with the Thrown character/object -- are the "miss" rules going to come into play.
     
    If what you're asking is, "Can a character Throw a Grabbed person in an effort to hit another target (such as another character or a specific hex), miss that target, but still inflict Throw damage on the Thrown person?", then the answer is "No." There aren't any provisions in the rules for that; a miss is a miss. The GM could alter that if he likes, but generally the rules don't let a character miss/fail and still obtain some measure of success.
  7. Like
    Lightray reacted to Storn in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     
    DT, it is called "Storn is a moron!"
     
    I stupidly crossed off Alu-demon on my Commission to Do list when I did BC's? Afreet. And I simply stopped thinking about it.
     
    Worse, I dropped the e-mail that contained Alu-Demon's info when I completed Afreet.
     
    Resend the info and I will do it ASAP!
  8. Like
    Lightray got a reaction from BcAugust in The New Circle   
    Weren't there supposed to be some Green Arrow and Black Canaries on the way?
     
    Anyway, I've been doing new villains for my game, which is mystic-based oddly enough. This idea started as a tribute character, but after some research went wildly afield. I'll give a No-Prize to the first person who guesses the inspiration character (when I can rep you again...). I'll post "hints" if necessary, or if someone guesses I'll post the "hints" earlier.
     
    The Fairest
     
    Alternate IDs: Vasilisa Kostcheivna
     
    Val Char Cost
    10 STR 0
    23 DEX 39
    23 CON 26
    13 BODY 6
    18 INT 8
    18 EGO 16
    35 PRE 25
    30 COM 10
     
    15 PD 4
    15 ED 1
    5 SPD 17
    10 REC 6
    45 END 0
    30 STUN 0
     
    6" RUN 0
    2" SWIM 0
    2" LEAP 0
    Characteristics Cost: 158
     
    Cost Power
    20 I Know All Your Weaknesses: Find Weakness 11- (All Attacks) (30 Active Points); Only Vs. Those Studied In Mirrors (-1/2)
    10 ... And I'll Tell Them: Naked Advantage on Find Weakness, Usable By Other (+1/4), Ranged (+1/2) (22 Active Points); Incantations, Requires Incantations throughout (-1/2), Only Vs. Those Studied In Mirrors (-1/2), Limited Range (within voice range; -1/4)
    35 I've Watched You In My Mirrors: Multipower, 61-point reserve, all slots: (61 Active Points); Conditional Power (Power does not work unless prepared beforehand; -1/2), IIF (-1/4)
    2u 1) I Know What You're Afraid Of: Mind Control 7d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Mental Group; +1/2) (61 Active Points); Set Effect (Afraid; -1/2), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4)
    3u 2) I Know What Hurts You: Energy Blast 5d6, Variable Special Effects (specific weaknesses; +1/4), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages Limited Group of Advantages (NND vs. Extraordinarily Common Defense; +3/4) (56 Active Points)
    3u 3) I Know What Stops You: Dispel 11d6, Expanded Effect (One Power At A Time; +1/4), Variable Special Effects (specific weaknesses; +1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points)
     
    18 Charmed Life: Combat Luck (9 PD/9 ED)
    15 Charmed Life: Luck 3d6
    4 Kostchei's Daughter: Life Support , Longevity: 1600 Years
    15 Baba Yaga's Granddaughter: Power Defense (15 points)
    8 Strong-Willed: +4 with EGO Rolls
    8 Without Flaws: Lack Of Weakness (-4) for Normal & Resistant Defenses
     
    40 Mirror Magic: Multipower, 60-point reserve, all slots: (60 Active Points); Requires A Magic Skill Roll (-1/2)
    2u 1) Steal Your Soul: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per Month) (+2) (60 Active Points); Conditional Power (requires target to be reflected in mirror; -1 1/2)
    2u 2) Whispers Through Mirrors: Mental Illusions 12d6 (60 Active Points); Limited Class Of Minds (anyone reflected in her mirrors; -1), Does Not Provide Mental Awareness (-1/4)
    2u 3) Steal Your Reflection: Shapeshift (Sight Group; Imitation, Instant Change, Variety of Shapes: Any Shape), Costs END Only To Change Shape (+1/4) (56 Active Points); Conditional Power (requires target to be reflected in mirror; -1)
    2u 4) Through The Looking Glass: Extra-Dimensional Movement (Single Dimension), Ranged (+1/2), Line Of Sight (+1/2), Usable As Attack (+1) (60 Active Points); Conditional Power (requires target to be reflected in mirror; -1 1/2)
    3u 5) Lilith's Mirror: Teleportation 6", No Relative Velocity, Safe Blind Teleport (+1/4), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (60 Active Points); OAF of Opportunity (mirror) (-1/2), Can Only Teleport To Other Mirrors (-1/4)
    1u 6) Speak Through Mirrors: Mind Link (Anyone Reflected In Her Mirrors), Any distance (15 Active Points); Does Not Provide Mental Awareness (-1/4)
     
    Archenemy Options, (Real Cost: 20) [Notes: Chose one of following options.]
    0 1) I Know Your Every Move: (Total: 10 Active Cost, 0 Real Cost) (Real Cost: -20) plus +3 with Find Weakness; Only Vs. Those Studied In Mirrors (-1/2) (Real Cost: 10) plus Danger Sense (Intuitional, Sensitivity: Out of Combat); Only Vs. Those Studied In Mirrors (-1/2) 13- (Real Cost: 10) [Notes: As archenemy of Brick or Martial Artist.]
    0 2) Mirror Images: +5 with DCV; Costs Endurance (Only Costs END to Activate; -1/4) [Notes: As archenemy of Energy Blaster or Weapons Master.]
    0 3) Reflective Mind: +4 with Defensive ECV [Notes: As archenemy of Mentalist or Mystic.]
    0 4) I Knew You'd Do That: (Total: 10 Active Cost, 0 Real Cost) (Real Cost: -20) plus +3 with All Combat; Only Vs. Those Studied In Mirrors (-1/2) (Real Cost: 16) plus Lightning Reflexes: +4 DEX to act first with All Actions; Only When Attacking Those Studied In Mirrors (-1/2) (Real Cost: 4) [Notes: As archenemy of Speedster.]
     
    Equipment
    0 1) The Witch's Mirror: (Total: 61 Active Cost, 0 Real Cost) Detect "The Fairest" 13-, (Mystic Group), Analyze, Discriminatory, Range, Telescopic (+30), Usable Simultaneously (x4 Number of Targets +1); OAF Bulky (-1 1/2), Sense Also Affected As Sight Group (-1/4) (Real Cost: 35) plus (Real Cost: -35) [Notes: Shows the fairest in the land.]
    0 2) Alasnam's Mirror: (Total: 22 Active Cost, 0 Real Cost) Detect Virtue 20-, (Mystic Group), Analyze, Discriminatory, Range; OAF Bulky (-1 1/2), Only Vs. Those Reflected In Mirror (-1/2), Sense Also Affected As Sight Group (-1/4) (Real Cost: 10) plus (Real Cost: -10) [Notes: Shows the virtue of those reflected.]
    0 3) Cambuscan's Mirror: (Total: 22 Active Cost, 0 Real Cost) Detect Friend or Foe 20-, (Mystic Group), Analyze, Discriminatory, Range; OAF Bulky (-1 1/2), Only Vs. Those Reflected In Mirror (-1/2), Sense Also Affected As Sight Group (-1/4) (Real Cost: 10) plus (Real Cost: -10) [Notes: Shows if those reflected are friend or foe.]
    0 4) Merlin's Mirror: (Total: 159 Active Cost, 0 Real Cost) Mind Scan 8d6, +18 ECV, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Requires A Magic Skill Roll (-1/2), Concentration (1/2 DCV, Must Concentrate throughout use of Constant Power; -1/2), Limited Class Of Minds (Friends or Foes; -1/2), Does Not Provide Mental Awareness (-1/4), Sense Also Affected As Sight Group (-1/4) (Real Cost: 25) plus Clairsentience (Sight And Mystic Groups), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1), Usable Simultaneously (x4 Number of Targets +1); OAF Bulky (-1 1/2), Linked to Mind Scan (-1/2) (Real Cost: 35) plus (Real Cost: -60) [Notes: Shows any friend or foe.]
    0 5) Prester John's Mirror: (Total: 100 Active Cost, 0 Real Cost) Clairsentience (Sight And Mystic Groups), Reduced Endurance (0 END; +1/2), Usable Simultaneously (x4 Number of Targets +1), Invisible Power Effects (Fully Invisible; +1), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4); OAF Bulky (-1 1/2), Requires A Magic Skill Roll (-1/2) (Real Cost: 50) plus (Real Cost: -50) [Notes: Shows anything anywhere in the land.]
    0 6) Mirror of Nemesis: (Total: 230 Active Cost, 0 Real Cost) Duplication (creates 450-point form), Cannot Recombine (+0), Ranged (+1/2), Line Of Sight (+1/2), Usable As Attack (+1); 1 Recoverable Charges which Recover every 1 Month (-2 1/4), Conditional Power (requires target to be reflected in Mirror of Nemesis; -2), OAF Bulky (-1 1/2) (Real Cost: 40) plus (Real Cost: -40) [Notes: Summons evil mirror-image of those reflected.]
    Powers Cost: 213
     
     
    Cost Skill
    17 Magic (Power Skill) (INT-based) 20-
    3 Acting 16-
    3 Conversation 16-
    3 High Society 16-
    3 Persuasion 16-
    3 Seduction 16-
    3 Tactics 13-
    2 AK: Russia 11-
    2 CuK: Russians 11-
    3 PS: Dancing (DEX-based) 14-
    3 PS: Singing (PRE-based) 16-
    3 Linguist
    0 1) Language: Russian (idiomatic; Native)
    2 2) Language: English (completely fluent)
    2 3) Language: French (completely fluent)
    2 4) Language: German (completely fluent)
    1 5) Language: Greek (fluent conversation)
    3 Scholar
    2 1) KS: Russian Legends (INT-based) 13-
    2 2) KS: Magic (INT-based) 13-
    2 3) KS: Mirrors (INT-based) 13-
    Skills Cost: 64
     
    Cost Perk
    4 Contact: Baba Yaga (Contact has: extremely useful Skills or resources) 8-
    4 Contact: Kostchei the Deathless (Contact has: very useful Skills or resources, Good relationship with Contact) 8-
    10 Money: Wealthy
    7 Equipment: the Witch's Mirror (35 Base, 0 Disad)
    2 Equipment: Alasnam's Mirror (10 Base, 0 Disad)
    2 Equipment: Cambuscan's Mirror (10 Base, 0 Disad)
    12 Equipment: Merlin's Mirror (60 Base, 0 Disad)
    10 Equipment: Prester John's Mirror (50 Base, 0 Disad)
    8 Equipment (40 Base, 0 Disad)
    Perks Cost: 59
     
    Cost Talent
    3 Lightsleep
    3 Perfect Pitch
    Talents Cost: 6
     
    Total Character Cost: 500
     
    Pts. Disadvantage
    5 Distinctive Features: Beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Enraged: Thwarted by [player character] (Uncommon), go 14-, recover 14-
    15 Hunted: The New Circle 8- (Mo Pow; Harshly Punish)
    10 Hunted: [player character] 8- (As Pow; Harshly Punish)
    15 Hunted: Tezcatlipoca 8- (Mo Pow; Harshly Punish)
    20 Psychological Limitation: Must Be The Fairest (Common; Total)
    15 Psychological Limitation: Hunts [player character] (Common; Strong)
    15 Psychological Limitation: Obsessed With Mirrors (Very Common; Moderate)
    5 Reputation: Sleeping Beauty 8-
    15 Rivalry: Professional ([player character]; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry; Rival is a Player Character)
    20 Vulnerability: 2 x STUN Disfiguring Attacks or Face-Shots (Common)
     
    Disadvantage Points: 150
    Base Points: 350
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
     
    Background/History: Vasilisa Kostcheivna, onetime Sleeping Beauty, lived happily ever after with Prince Ilya - with the Witch's Mirror covered and set aside. But while Ilya was mortal, Vasilisa was the daughter of Kostchei the Deathless, the granddaughter of Baba Yaga. Ilya died; she was lonely. She looked into the Witch's Mirror.
     
    She was no longer the Fairest.
     
    She began to search for other mirrors, to find one that would prove she was the Fairest. She spent days, months, years, learning from reflections. Nothing helped. If she was to be the Fairest, she would have to see to it herself...
     
    Personality/Motivation: Although once she was innocent and beautiful, time has cost her innocence, and holding on to her beauty has slowly poisoned her soul. Perhaps it was the witch's curse, but the Fairest is now obsessed with the fact that she is no longer "the fairest in the land". Even so, she has not realized that she has become the witch in her modern day tale.
     
    She was always spoiled - as a child, she wanted for nothing. She was saved from dying by the Hunter. She was cared for by the Little Men. She was rescued by Prince Ilya. Not being "the fairest in the land" is the first time she has been denied something she really wanted. It is not surprising she has conceived a petty, childish hatred toward the one who now IS "the fairest in the land".
     
    When not obsessing over her enemy, the Fairest is surprisingly sweet, reasonable, and charismatic. Just occasionally liable to fly into a rage over her enemy.
     
    Quote: "Mirror, mirror on the wall... NOW who is the fairest, of them all?"
     
    Powers/Tactics: Most of the Fairest's threatening powers come from her taking time to study her enemies beforehand. Faced with someone she is not familiar with, she will be ineffectual. Against a known enemy, though, she can use her "I've Watched You In My Mirrors" powers to be devastating. Preferably, she will carefully set up her enemies, so that they fall victim to dangers and situations that can't be traced back to her. She prefers to operate behind the scenes, the puppet-mistress pulling the strings. When she confronts her enemy, she will do her best to ensure that they are alone, while all her enemy's allies are distracted. The Fairest is unlikely to last for long in combat, so she always has a plan ready for her escape (e.g., through any nearby mirror).
     
    With all her mirrors granting her excellent intelligence, the Fairest should be allowed to know whatever is going on. She can then meddle to exploit this to her advantage. While she will rarely be the main opponent of an adventure, she can make otherwise ordinary adventures take a suddenly dangerous and unexpected twist.
     
    Campaign Use: The Fairest is intended to be an archenemy for a superheroine. She is not deadly, but will be able to challenge her chosen foe whenever she shows up. Choose one of the "Archenemy Options" listed that best matches the powers of her chosen foe; these options should prevent her foe from easily defeating the Fairest when they face each other. Optimally, her enemy would have Susceptibilities or Vulnerabilities for her to exploit. And even if her enemy does not have a higher COM than the Fairest, she might be "fairer" because of her innate virtue (which the Fairest has lost by now).
     
    She can easily be upgraded to master villainess by giving her some minions. An armed band of seven Dark Dwarves (adapted from Monsters, Minions, and Marauders) would be appropriate. She could also ally herself as a member of a villain team, joined together to defeat the superhero team that her foe is a member of. For either option, she would make sure to carefully study her opponents beforehand, and adjust her plans accordingly. When working in conjunction with other villains, the Fairest can be especially dangerous because of her ",,, And I'll Tell Them" power.
     
    Plot Seed: The Fairest manages to capture the reflection of her enemy in the Mirror of Nemesis (possibly by reflecting Merlin's Mirror into the Mirror of Nemesis). She unleashes the "evil twin" mirror image of the player character onto the campaign city. As her reputation is being tarnished by her evil twin's villainy, her teammates in the New Circle are unable to tell them apart. It is only in their final confrontation that everyone can notice the evil twin is the mirror image of the player character.
     
    Plot Seed: The Fairest wants Tezcatlipoca's obsidian Smoking Mirror - which can reveal the darkest secrets and darkest nature of those reflected in it. She sets up her enemy and the New Circle for a confrontation with Tezcatlipoca, deliberately leaking information to them from her observation of Tezcatlipoca himself. Then, when they are about to defeat Tezcatlipoca's schemes, she offers him information about the vulnerabilities of the New Circle - but at a price. However, she does not reveal her enemy's weaknesses to Tezcatlipoca; she wants to defeat her enemy herself.
     
    Plot Seed: The Fairest has discovered Archimedes' plans for his Burning Mirrors - the means that legend says he used to destroy an invading Roman fleet at Syracuse in 212 BC. The mirrors redirect and focus sunlight into immensely destructive rays. She gives the mirrors to enemies of the New Circle. Then, while these villains are using their new toys and the New Circle is trying to stop them, she arranges for her enemy to be caught alone to face her, and determine who will be the Fairest of them all...
     
    Appearance: Beautiful, regal woman with snow-white skin, coal-black hair, sapphire-blue eyes, and blood-red lips.
  9. Like
    Lightray got a reaction from Vanguard00 in The New Circle   
    Okay, as threatened/promised.
     
    I'm gonna have to look into online storage space if I keep this up, 'cause I'm running out of allowed attachments storage. OddHat, how the heck are you managing all these?
     
     
    Sibyl
     
    Alternate IDs:
     
    Val Char Cost
    25 STR 15
    26 DEX 48
    23 CON 26
    12 BODY 4
    18 INT 8
    26 EGO 32
    25 PRE 15
    20 COM 5
     
    12 PD 7
    6 ED 1
    5 SPD 14
    12 REC 4
    60 END 7
    38 STUN 1
     
    7" RUN 2
    2" SWIM 0
    5" LEAP 0
    Characteristics Cost: 189
     
    Cost Power
    55 Foul Weather: Multipower, 55-point reserve
    3u 1) Green Lightning: Killing Attack - Ranged 2d6 (vs. ED), +1 STUN Multiplier (+1/4), Indirect (Same origin, any direction; +1/2) (52 Active Points); Beam (-1/4), Requires Open Sky (-1/4)
    5u 2) Dead Air: Change Environment 8" radius, -3 PER Roll: Sight Group, -3 PER Roll: Sonar, Long-Lasting: 20 Minutes, Multiple Combat Effects, Megascale (1" = 1 km; +1/4) (54 Active Points) [Notes: Windless Fog]
    5u 3) Dead Cold: Change Environment 8" radius, -4 Temperature Level Adjustment, Long-Lasting: 6 Hours, Megascale (1" = 1 km; +1/4) (55 Active Points) [Notes: Windless Chill]
    3u 4) Strange Rain: (Total: 52 Active Cost, 34 Real Cost) Change Environment 2" radius, -1 PER Roll: Hearing Group, -1 PER Roll: Sight Group, Multiple Combat Effects, Megascale (1" = 1 km; +1/4) (22 Active Points) (Real Cost: 22) plus +15 PRE, Megascale (1" = 1 km; +1/4), Area Of Effect (2" radius; +3/4) (30 Active Points); Only For Presence Attack (-1), Does Not Add To Base Characteristic (-1/2) (Real Cost: 12) [Notes: Rain of Frogs, Fish, Snakes, Et Cetera]
     
    23 5) Voices of the Dead: Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources), Organization Contact (+2) (24 Active Points) 14-
    37 Whispers of the Dead: Danger Sense (Area: Any Area, Function as a Sense, Intuitional, Sensitivity: Any Danger) 13-
    20 Sight of the Dead: Naked Adder on Sight Group, Hearing Group , Dimensional Sense Modifier (Realm of the Dead)
    44 Soul Projection: Clairsentience (Sight Group), Reduced Endurance (1/2 END; +1/4), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (110 Active Points); Concentration 0 DCV, Must Concentrate throughout use of Constant Power (-1), Blackout (-1/2)
    52 Secrets of Life and Death: Multipower, 52-point reserve
    2u 1) Secrets of Past and Future: Naked Adder on Clairsentience , Precognition, Retrocognition (40 Active Points); Concentration (0 DCV, Must Concentrate throughout use of Constant Power; -1), Blackout (-1/2)
    3u 2) Speak to the Dead: Telepathy 7d6, Transdimensional (Realm of the Dead; +1/2) (52 Active Points); Limited Class Of Minds (Dead; -1/2)
    5u 3) Seek the Soul: Mind Scan 7d6, +8 ECV (51 Active Points)
    12 Known Souls: Naked Adder on Mind Scan , +8 ECV, Reduced Endurance (0 END; +1/2) (24 Active Points); Only Vs. Known Minds (-1)
    20 Speak to the Soul: Mind Link (Any Willing Target), Any distance
    0 Mental Awareness
    20 Detect Magic 13-, Discriminatory, Range
     
    Near-Vampire Powers
    7 1) Fangs: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD), Penetrating (+1/2) (7 Active Points) [Notes: ½d6K with STR]
    26 2) Drink Blood: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), No Normal Defense (vs. not having blood; +1), Continuous (+1) (52 Active Points); No Range (-1/2), Fangs Must Do BODY First (-1/2)
    10 3) Claws: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) [Notes: 1d6+1K with STR]
    60 4) Unliving Body: Energy & Physical Damage Reduction, Resistant, 50%
    21 5) Hard Time Dying: Healing 3 BODY (Resurrection), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2), Resurrection Only (-1/2)
    5 6) Unliving Eyes: Nightvision
    2 Unliving Body: Damage Resistance (3 PD/1 ED)
    48 Unliving Vitality: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep
    Powers Cost: 488
     
     
    Cost Skill
    16 +2 with All Combat
    10 +1 Overall
    10 Defense Maneuver: I-IV
    9 Magic (Power Skill) (INT-based) 16-
    3 Analyze: Magic 13-
    3 Breakfall 14-
    3 Climbing 14-
    3 Concealment 13-
    3 Deduction 13-
    3 High Society 14-
    3 Paramedics 13-
    3 Persuasion 14-
    3 Stealth 14-
    3 Teamwork 14-
    0 Language: English (idiomatic; Native)
    2 Language: Latin (fluent conversation)
    2 Language: Welsh (fluent conversation)
    2 AK: New York 11-
    3 Scholar
    2 1) KS: Undead (INT-based) 13-
    2 2) KS: Magic (INT-based) 13-
    2 3) KS: Weather Magic (INT-based) 13-
    2 4) KS: the Circle (INT-based) 13-
    2 5) KS: the New Circle (INT-based) 13-
    2 6) KS: the Mystic World (INT-based) 13-
    Skills Cost: 96
     
    Cost Perk
    10 Base: Church of the Weeping Virgin (50 Base, 25 Disad)
    3 Well-Connected
    2 1) Contact: Johanna Valentine (Contact has: useful Skills or resources) (3 Active Points) 11-
    2 2) Contact: Nyssa Tarchaniotes (Contact has: very useful Skills or resources) (3 Active Points) 8-
    2 3) Contact: the Master (Contact has: very useful Skills or resources) (3 Active Points) 8-
    Perks Cost: 19
     
    Cost Talent
    5 Eidetic Memory
    3 Simulate Death
    Talents Cost: 8
     
    Total Character Cost: 800
     
    Pts. Disadvantage
    5 Distinctive Features: Near-Vampire (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    5 Enraged: Nighttime (Uncommon), go 8-, recover 14-
    15 Enraged: Sight or Smell of Blood (Uncommon), go 8-, recover 14-, Berserk
    15 Hunted: Vampires 11- (As Pow; Harshly Punish)
    10 Hunted: Circle of the Scarlet Moon 8- (As Pow; Harshly Punish)
    15 Physical Limitation: Cannot Cross Running Water (Frequently; Greatly Impairing)
    15 Physical Limitation: Cannot Enter Dwelling Uninvited (Frequently; Greatly Impairing)
    10 Distinctive Features: No Reflection (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    15 Psychological Limitation: Code Vs. Killing (Common; Strong)
    10 Psychological Limitation: Hatred of Black Magic (Common; Moderate)
    5 Psychological Limitation: Inclined To Take The Law Into Her Own Hands (Uncommon; Moderate)
    20 Susceptibility: Sunlight -30 Active Points from Affected Powers, per Turn (Uncommon) [Notes: Affects "Near-Vampire Powers".]
    10 Vulnerability: Piercing Wood Weapons (Uncommon; 1 1/2 x STUN; 1 1/x x BODY)
     
    Disadvantage Points: 150
    Base Points: 500
    Experience Required: 150
    Total Experience Available: 150
    Experience Unspent: 0
     
    Background/History: When she had a different name, she was one of the Circle. But she lost that name, along with her life, and maybe her soul as well. When the students of the Master faced the return of the master vampire Gratz, she was one of the chosen brides of the vampire. The Circle defeated Gratz, destroyed him, but at the cost of their own lives.
     
    It was already too late for her. When the Master found her amidst the wreckage, she was neither alive nor undead. Gratz had taken her lifeblood, but not yet given her his own blood and living undeath. She was unalive, not-dead.
     
    The Master took her back and tried to save her, but she was in both the realm of the living and in the realm of the dead. She could not be saved, and it took the aid of a more ruthless woman - and the vampire prophetess Nyssa Tarchaniotes - to show her so.
     
    She left, knowing that she would have to shun the living, for one taste of blood would complete her passage to undeath and she would lose her soul as Gratz and Nyssa had. She fled to the ruined Church of the Weeping Virgin, surrounded by running water she could not escape.
     
    And there she listened to the dead. They thronged around her, for she could see and hear them. Among them were her dead companions of the Circle. The dead victims of Gratz. And the dead victims of the Master.
     
    From the dead she learned of the evils the Master once did - and still did. He had turned from the terrible choices of his past, but still faced terrible choices. He sent out young heroes, even though they might die. As evidenced by the unknowing sacrifice of the Circle. And as shown by his gathering together the New Circle.
     
    She understood the temptation to be willing to sacrifice anything for victory over evil. But she knew it would lead to more deaths, like the deaths her companions had suffered. She listened to the cries of the dead, and chose not to oppose the Master, but to offer another voice to those who might listen...
     
    Personality/Motivation: Sibyl is half-mad as well as half-alive. Her unliving flesh does not tie her closely enough to life, so she sees and hears the dead - and the dead, unfettered by flesh and life, speak to her of things past, present, and future. Sometimes she speaks for them; sometimes she speaks in their voices, as they speak through her.
     
    She is lonely, yet never alone. She needs contact with the living to continue resisting the terrible hunger of her darker nature. Yet she fears closeness with the living, lest her darker nature win and wreak terrible things upon those she loves.
     
    Hunger gnaws at Sibyl - hunger for the blood that she lacks. Her darker nature urges her to give in, to complete the changes that Gratz started, and to succumb to the undeath of the vampire. During the day, she can resist her hunger. But at night, her starvation drives her mad. She lives in the lifeless ruins on her barren island she cannot escape to deny herself even the temptation of blood.
     
    Quote: "What do they tell me? They tell me that Hell has its nine circles, Night Hunter. And you are in only the third Circle."
     
    Powers/Tactics: Sibyl's once-promising weather magic was warped by her half-death; she is now able to evoke unnatural weather almost at will. She has also gained some of the innate powers of the vampire she almost is. Most of the powers she uses come from her half-living, half-dead state. She can see and speak to the spirits of the dead - and they can remember the past, perceive the present, and sense the future. Because her soul is unbound by life, she can project her ghostly spirit, as well.
     
    Sibyl prefers to advise known friends. She listens to the whispers of the dead in her isolated home, then projects her spirit to speak to her friends, warning them of troubles to come. She normally does this during the day, for at night her hunger and the cries of the dead nearly drive her mad. Because she is not wholly a vampire yet, she suffers only some of their limitations - most particularly, her vampiric powers are weakened in daylight, but she is unharmed.
     
    Campaign Use: Sibyl can serve as an advisor and resource to player characters who have developed beyond the need of the Master's supervision. Eventually, the members of the New Circle will need to establish themselves outside their mentor's shadow; Sibyl can provide the route for this to happen. She is isolated on her isle, mostly unknown in the campaign city, until she takes on an advisee. She prefers working with individuals, so she could be a good Contact for a player character, a source of information not available from the Master.
     
    Plot Seed: Sibyl's spirit manifestation begins to appear to warn members of the New Circle of occult dangers. Always it happens when they are apart from the Master. At first she warns of minor threats, but soon she begins warning of things that the Master has not told them of in the missions she sends them on. After her warnings and advice prove reliable time after time, do the player characters confront the Master about it, or keep her contact with them a secret?
     
    Plot Seed: After having advised one of the player characters, Sibyl eventually invites him or her to her isolated, river isle and the Church of the Weeping Virgin. The ruins are abandoned, lifeless, rumored to be haunted but mostly forgotten. In person - during the day - Sibyl will propose an ongoing alliance with the player character. She will provide him with advice and information. Although she asks nothing in return, there are obvious ways to help her. She often has to hide from teenaged hooligans partying on the "haunted isle". The ownership of the island is probably questionable, as well. And, quite simply, Sibyl needs someone living to occasionally talk to. There should be plenty of opportunity to establish a good relationship between characters.
     
    Plot Seed: Instead of seeing no reflection other than those of the dead in the mirrors she gazes into for scrying, Sibyl begins to see her own reflection once again - eyeless, weeping tears of blood she does not have, wracked with sorrow or rage. In the campaign city, homeless children begin gathering in packs to hide, whispering of la Llorona. Evil spirits begin to gather, while all birds other than the ravens and crows fly from the city, more every night. Warm blood begins to fall as rain. Has Sibyl's darker nature won out, or is it the return of the spirit of the Weeping Virgin that haunts her?
     
    Plot Seed: The New Circle has gone missing. As have the bones of the master vampire, Gratz. A new villain appears to menace the campaign city, a young man with both vampiric powers and the powers of one of Sibyl's dead teammates - the teammate who was Gratz's other bride. The Master recruits the player characters to find the New Circle, but Sibyl warns them that it may mean their doom. Or that it may mean the doom of the New Circle, and that the player characters will become yet another Circle in the cycle of doom...
     
    Appearance: Tall, gaunt woman in her twenties, with a haunted expression and usually wearing a threadbare cloak and robe. At night, her features are more pronouncedly vampiric, and during the day she looks even more pale and gaunt. Her projected spirit resembles a ghostly version of her form. When speaking to others, she is often distracted, as though others are talking to her. Occasionally, her voice will change from her own to that of one or more of the dead when she is speaking their words for them.
  10. Like
    Lightray got a reaction from steriaca 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.
  11. Like
    Lightray reacted to steriaca in The New Circle   
    Re: The New Circle
     

     
    Humm...a mystical version of Blue Beetle 2...can it be done?
     
    May I sergest using a certan scarab of the 'original' as a power sourse for his psudo-mystical psudo-hi-tech gagets?
     
    And his name...Power Scarab (of course).
  12. Like
    Lightray got a reaction from OddHat 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.
  13. Like
    Lightray got a reaction from Hyper-Man in The New Circle   
    Golden Knight
     
    Alternate IDs: Mikel-Jon Nar
     
    Val Char Cost
    20 STR 10
    20 DEX 30
    20 CON 20
    15 BODY 10
    10 INT 0
    10 EGO 0
    15 PRE 5
    18 COM 4
     
    6/22 PD 2
    4/20 ED 0
    5 SPD 20
    8 REC 0
    40 END 0
    35 STUN 0
     
    6" RUN 0
    2" SWIM 0
    4" LEAP 0
    Characteristics Cost: 101
     
    Cost Power
    10 Luck 2d6
     
    54 Lapis Ankh-Staff: Multipower, 81-point reserve, all slots: (81 Active Points); OIF (-1/2)
    5u 1) Fires Of Magic: Energy Blast 13d6 (vs. ED), Reduced Endurance (1/2 END; +1/4) (81 Active Points)
    5u 2) Hands Of Magic: Telekinesis (35 STR), Reduced Endurance (0 END; +1/2) (79 Active Points)
    2u 3) Staff: (Total: 38 Active Cost, 17 Real Cost) Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 21) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Linked to Hand-to-Hand Attack (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4) (Real Cost: 3) [Notes: 9d6 with STR]
     
    28 Golden Armor of Arcane Pathways: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2)
    20 Golden Armor of Arcane Pathways: Teleportation 15", Position Shift, x4 Noncombat (40 Active Points); OIF (-1/2), Requires A Magic Skill Roll (-1/2)
     
    21 Widget: Danger Sense (Area: Any Area, Function as a Sense, Sensitivity: Out of Combat) (37 Active Points); Restrainable (-1/2), Visible (-1/4) 11-
     
    23 Paradox Backlash: Energy Blast 6d6, Trigger (touching Anubis, Black Paladin, or Time-Travelers) (+1/4), No Normal Defense (not being Trigger Persons or Time-Travelers; +1/2), Reduced Endurance (0 END; +1/2), Explosion (+1/2) (82 Active Points); No Conscious Control (-2), No Range (-1/2)
    18 Memory of the Future: Precognitive Clairsentience (Memory Group), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); No Conscious Control (-2), Precognition Only (-1), Vague and Unclear (-1/2), Reversed Time Modifiers (-1/2), Gradual Effect (1 Minute; -1/2) [Notes: Reverse time modifiers (-0 up to 1000 years from now, -2 less than 500 years, -4 less than 100 years, -6 less than 25 years, -8 less than 5 years, -10 less than 1 year, etc.)]
     
    3 Chronometer Implant: Absolute Time Sense
    3 Calculator Implant: Lightning Calculator
    3 Computer Implant: Computer Link
    1 Immunity Treatments: Life Support , Immunity: General Illnesses
     
    16 Spacer's Force Field: (Total: 26 Active Cost, 16 Real Cost) Life Support , Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Force Field (2 PD/2 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (8 Active Points); OIF (-1/2), Linked to Life Support (-1/2) (Real Cost: 4)
    10 Spacer's Grav Belt: Flight 5", Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2)
    Powers Cost: 222
     
     
    Cost Skill
    1 Magic (Power Skill) (INT-based) 8-
    1 Computer Programming 8-
    1 Electronics 8-
    3 High Society 12-
    1 Systems Operation 8-
    2 AK: The Galactic Federation 11-
    2 CuK: The Galactic Federation 11-
    2 KS: The Galactic Federation 11-
    0 KS: 20th Century History 8-
    0 KS: New Circle History 8-
    0 KS: Football 8- [Notes: American Football mixed up with Soccer Football]
    3 Linguist
    0 1) Language: Terran English (idiomatic; Native)
    1 2) Language: Perseid (fluent conversation)
    1 3) Language: Mon'dabi (fluent conversation)
    1 4) Language: Malvan (fluent conversation)
    Skills Cost: 19
     
    Cost Perk
    3 Anonymity
    5 Money: Well Off
    Perks Cost: 8
     
     
    Total Character Cost: 350
     
    Pts. Disadvantage
    10 Distinctive Features: Temporal Anomaly (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20 Hunted: Annubis 11- (Mo Pow; Harshly Punish)
    20 Hunted: Black Paladin 11- (Mo Pow; Harshly Punish)
    10 Hunted: Captain Chronos 11- (As Pow; Mildly Punish)
    20 Psychological Limitation: Code Vs. Killing (Common; Total)
    10 Psychological Limitation: Easily Distracted (Common; Moderate)
    10 Psychological Limitation: Unfamiliar With Powers (Common; Moderate)
    5 Psychological Limitation: Babehound (Uncommon; Moderate)
    5 Psychological Limitation: Lusts for Fame and Fortune (Uncommon; Moderate)
    5 Reputation: Goofball Superhero 8-
    15 Social Limitation: Public Identity (Very Frequently; Minor)
    10 Unluck: 2d6
    10 Vulnerability: 1 1/2 x Effect Time Powers (Common)
     
    Disadvantage Points: 150
    Base Points: 200
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
     
    Background/History: By the year 3000, magic and superheroes were legends, myths of times before. As the inheritor of a sustenance megacorporation, Mikel-Jon had little reason to work for a living, and was able to indulge in frivolities.
     
    He developed an affection for ancient history -- circa the 20th century. He organized leagues to reenact ancient war sports, such as "foot-ball". He began collecting memorabilia from the Superheroic Era. He had just purchased a collection from the bankrupt New Circle Museum in Old Philadelphia, and decided to use the stuff to put together a costume for an upcoming masquerade gala on Malagar IV. Finding the color scheme all wrong, he had the house's minifac gold plate everything, while he rummaged for accessories.
     
    He'd found an iridescent globe of fasceted crystal (that he was at a loss to understand), but it was the strange gold key inscribed with mysterious markings that caught his eye. He tried on the newly-gilt armor, held the lapis staff, and picked up the gold key while admiring himself in the holomirrors to see how to best accessorize. His last recollection was of the datanet reporting a supernova in Perseid space, and a cold blue flash from the key -- after a moment of vertigo, Mikel-Jon found himself somewhere else...
     
    He was cut off from the datanet and his house systems, and very disoriented. When he finally tuned in to a datanet, it was the most primitive thing he'd ever imagined. He found he'd lost the golden key, but fortunately the iridescent crystal was with him -- in fact, it was orbiting his head. And communicating with him. With its help, he realized that he was back in the 20th century (actually, a little later than that). And he realized that his memorabilia was actually magical, despite common knowledge that magic was only a myth.
     
    He spent some time learning how to use his new toys, but eventually realized that since he was in the 20th century (or thereabouts), and had magical powers, he needed to become a superhero. With vague recollections he managed to contact the New Circle, who were nonplussed, to say the least. As the "Golden Knight", he has managed to tag along with the New Circle on a few occasions, and is getting into the swing of superheroics. He has also used his vague recollection of ancient history to make enough money -- and garner enough fame -- to live comfortably; he hasn't yet told the Master about that, though.
     
    Mikel-Jon is not worried about getting back home -- at least, not yet -- but after seeing some refreshments advertising, he's a little worried that he might have altered his own familiy's history...
     
    Personality/Motivation: Golden Knight is a naif as a superhero -- his understanding of superheroics comes from romanticized retellings ten centuries before his own time. To him, it is as though he is living in a fairy tale, and he doesn't quite understand the seriousness of it all. He wants to be a good superhero, but his view of what that means is somewhat askew. To his mind, it includes such things as rescuing pretty girls, being famous and rich, but not having to actually work or get hurt.
     
    He also takes the powers of his artifacts for granted, and does not really understand them. He insists that "Widget" is sentient, and talks to him, but no one else -- even the Master -- has been able to verify this. Most are convinced that he is deluded.
     
    Quote: "You're right, it's not just about fame. What did you pull down last year, before taxes?"
     
    Powers/Tactics: Golden Knight's tactics so far tend to be simple and direct: he teleports into the fray, and starts blasting away with his Ankh-Staff. He'll use his Ankh-Staff's telekinesis for rescues, but rarely thinks to do something as simple as using it to grab enemy foci. Widget warns him of potential dangers, if he's paying attention, so he tends to get distracted and rely on Widget's warnings.
     
    Because of the temporal paradox of his existence in this time, whenever Golden Knight touches another time-traveler, or someone with the temporal duplicate of one of his artifacts (i.e., Annubis, Black Paladin), they both suffer a temporal backlash from the paradox. In the New Circle, this makes it particularly difficult for him to work with Always.
     
    Golden Knight's memory of the future is less certain the nearer into the present that he is remembering. He can recall events of the year 3000, but has only vague recollection of the history 5 years from the present. He should not be able to remember anything more distant in the future than within a year of his present (which is at -10 to his roll).
     
    Campaign Use: Golden Knight can be used as the annoying, naieve superhero without any real experience. With training and time, he could be an effective superhero -- or, he could remain a goofball. He would be especially useful as a foil to a more experienced, more serious superhero. He can also serve as a plot device to involve Annubis, Black Paladin, or anyone else whose artifacts he has a temporal duplicate of.
     
    Thus far, Golden Knight has only minimal understanding of the powers of his artifacts. To make him more formidable, give him additional powers from his ankh-staff, armor, or Widget. To make him effective in combat, add Combat Skill Levels, Defense Maneuver, Rapid Attack (ranged), and Teamwork.
     
    Plot Seed: Golden Knight manages to defeat a moderately well-known supervillain (e.g., Morningstar), and thereby save the life of a popular politician -- all while being filmed by television news. He immediately exploits this fame in every way he can. He appears on talk shows, on reality shows, as a guest judge on singing contests, as a guest commentator on the local news; as absolutely anything that gets him a few minutes more of fame. In addition to making him even more unsufferable than usual, it also attracts the attention of Annubis -- who recognizes the Ankh-Staff wielded by Golden Knight. Furthermore, the increasing numbers of groupies and babes means that when Annubis strikes, there will be plenty of casualties. Can the player characters reign Golden Knight in before tragedy strikes?
     
    Plot Seed: Golden Knight has somehow gotten an endorsement deal with Nar Cola -- and Always insists that this has somehow doomed the future. The player characters have to race against a building time paradox, to stop Golden Knight, stop the ads from being aired or displayed, and erase all evidence that the entire incident ever occurred.
     
    Plot Seed: In the middle of an adventure, Golden Knight insists that he's remembered something about the (future) history of one of the player characters: that he or she will be the one who discovers the means to defeat Tyrannon -- and subsequently end the Superheroic Age. Or, possibly, Golden Knight is confusing history with the plot of the 30th century holodrama, "Tyrannonsaurus Rex". Golden Knight insists that whatever the player character does (if anything), he or she does it in the near future...
     
    Appearance: Wears finely-crafted gold-plated plate armor, without helm (left in the 30th century). He carries a six-foot tall staff with an ankh on top; the entire staff is carved out of a single piece of lapis lazuli. He has an iridescent, faceted crystal orb that circles his head.
  14. Like
    Lightray got a reaction from zornwil in The New Circle   
    Golden Knight
     
    Alternate IDs: Mikel-Jon Nar
     
    Val Char Cost
    20 STR 10
    20 DEX 30
    20 CON 20
    15 BODY 10
    10 INT 0
    10 EGO 0
    15 PRE 5
    18 COM 4
     
    6/22 PD 2
    4/20 ED 0
    5 SPD 20
    8 REC 0
    40 END 0
    35 STUN 0
     
    6" RUN 0
    2" SWIM 0
    4" LEAP 0
    Characteristics Cost: 101
     
    Cost Power
    10 Luck 2d6
     
    54 Lapis Ankh-Staff: Multipower, 81-point reserve, all slots: (81 Active Points); OIF (-1/2)
    5u 1) Fires Of Magic: Energy Blast 13d6 (vs. ED), Reduced Endurance (1/2 END; +1/4) (81 Active Points)
    5u 2) Hands Of Magic: Telekinesis (35 STR), Reduced Endurance (0 END; +1/2) (79 Active Points)
    2u 3) Staff: (Total: 38 Active Cost, 17 Real Cost) Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 21) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Linked to Hand-to-Hand Attack (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4) (Real Cost: 3) [Notes: 9d6 with STR]
     
    28 Golden Armor of Arcane Pathways: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2)
    20 Golden Armor of Arcane Pathways: Teleportation 15", Position Shift, x4 Noncombat (40 Active Points); OIF (-1/2), Requires A Magic Skill Roll (-1/2)
     
    21 Widget: Danger Sense (Area: Any Area, Function as a Sense, Sensitivity: Out of Combat) (37 Active Points); Restrainable (-1/2), Visible (-1/4) 11-
     
    23 Paradox Backlash: Energy Blast 6d6, Trigger (touching Anubis, Black Paladin, or Time-Travelers) (+1/4), No Normal Defense (not being Trigger Persons or Time-Travelers; +1/2), Reduced Endurance (0 END; +1/2), Explosion (+1/2) (82 Active Points); No Conscious Control (-2), No Range (-1/2)
    18 Memory of the Future: Precognitive Clairsentience (Memory Group), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); No Conscious Control (-2), Precognition Only (-1), Vague and Unclear (-1/2), Reversed Time Modifiers (-1/2), Gradual Effect (1 Minute; -1/2) [Notes: Reverse time modifiers (-0 up to 1000 years from now, -2 less than 500 years, -4 less than 100 years, -6 less than 25 years, -8 less than 5 years, -10 less than 1 year, etc.)]
     
    3 Chronometer Implant: Absolute Time Sense
    3 Calculator Implant: Lightning Calculator
    3 Computer Implant: Computer Link
    1 Immunity Treatments: Life Support , Immunity: General Illnesses
     
    16 Spacer's Force Field: (Total: 26 Active Cost, 16 Real Cost) Life Support , Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Force Field (2 PD/2 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (8 Active Points); OIF (-1/2), Linked to Life Support (-1/2) (Real Cost: 4)
    10 Spacer's Grav Belt: Flight 5", Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2)
    Powers Cost: 222
     
     
    Cost Skill
    1 Magic (Power Skill) (INT-based) 8-
    1 Computer Programming 8-
    1 Electronics 8-
    3 High Society 12-
    1 Systems Operation 8-
    2 AK: The Galactic Federation 11-
    2 CuK: The Galactic Federation 11-
    2 KS: The Galactic Federation 11-
    0 KS: 20th Century History 8-
    0 KS: New Circle History 8-
    0 KS: Football 8- [Notes: American Football mixed up with Soccer Football]
    3 Linguist
    0 1) Language: Terran English (idiomatic; Native)
    1 2) Language: Perseid (fluent conversation)
    1 3) Language: Mon'dabi (fluent conversation)
    1 4) Language: Malvan (fluent conversation)
    Skills Cost: 19
     
    Cost Perk
    3 Anonymity
    5 Money: Well Off
    Perks Cost: 8
     
     
    Total Character Cost: 350
     
    Pts. Disadvantage
    10 Distinctive Features: Temporal Anomaly (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20 Hunted: Annubis 11- (Mo Pow; Harshly Punish)
    20 Hunted: Black Paladin 11- (Mo Pow; Harshly Punish)
    10 Hunted: Captain Chronos 11- (As Pow; Mildly Punish)
    20 Psychological Limitation: Code Vs. Killing (Common; Total)
    10 Psychological Limitation: Easily Distracted (Common; Moderate)
    10 Psychological Limitation: Unfamiliar With Powers (Common; Moderate)
    5 Psychological Limitation: Babehound (Uncommon; Moderate)
    5 Psychological Limitation: Lusts for Fame and Fortune (Uncommon; Moderate)
    5 Reputation: Goofball Superhero 8-
    15 Social Limitation: Public Identity (Very Frequently; Minor)
    10 Unluck: 2d6
    10 Vulnerability: 1 1/2 x Effect Time Powers (Common)
     
    Disadvantage Points: 150
    Base Points: 200
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
     
    Background/History: By the year 3000, magic and superheroes were legends, myths of times before. As the inheritor of a sustenance megacorporation, Mikel-Jon had little reason to work for a living, and was able to indulge in frivolities.
     
    He developed an affection for ancient history -- circa the 20th century. He organized leagues to reenact ancient war sports, such as "foot-ball". He began collecting memorabilia from the Superheroic Era. He had just purchased a collection from the bankrupt New Circle Museum in Old Philadelphia, and decided to use the stuff to put together a costume for an upcoming masquerade gala on Malagar IV. Finding the color scheme all wrong, he had the house's minifac gold plate everything, while he rummaged for accessories.
     
    He'd found an iridescent globe of fasceted crystal (that he was at a loss to understand), but it was the strange gold key inscribed with mysterious markings that caught his eye. He tried on the newly-gilt armor, held the lapis staff, and picked up the gold key while admiring himself in the holomirrors to see how to best accessorize. His last recollection was of the datanet reporting a supernova in Perseid space, and a cold blue flash from the key -- after a moment of vertigo, Mikel-Jon found himself somewhere else...
     
    He was cut off from the datanet and his house systems, and very disoriented. When he finally tuned in to a datanet, it was the most primitive thing he'd ever imagined. He found he'd lost the golden key, but fortunately the iridescent crystal was with him -- in fact, it was orbiting his head. And communicating with him. With its help, he realized that he was back in the 20th century (actually, a little later than that). And he realized that his memorabilia was actually magical, despite common knowledge that magic was only a myth.
     
    He spent some time learning how to use his new toys, but eventually realized that since he was in the 20th century (or thereabouts), and had magical powers, he needed to become a superhero. With vague recollections he managed to contact the New Circle, who were nonplussed, to say the least. As the "Golden Knight", he has managed to tag along with the New Circle on a few occasions, and is getting into the swing of superheroics. He has also used his vague recollection of ancient history to make enough money -- and garner enough fame -- to live comfortably; he hasn't yet told the Master about that, though.
     
    Mikel-Jon is not worried about getting back home -- at least, not yet -- but after seeing some refreshments advertising, he's a little worried that he might have altered his own familiy's history...
     
    Personality/Motivation: Golden Knight is a naif as a superhero -- his understanding of superheroics comes from romanticized retellings ten centuries before his own time. To him, it is as though he is living in a fairy tale, and he doesn't quite understand the seriousness of it all. He wants to be a good superhero, but his view of what that means is somewhat askew. To his mind, it includes such things as rescuing pretty girls, being famous and rich, but not having to actually work or get hurt.
     
    He also takes the powers of his artifacts for granted, and does not really understand them. He insists that "Widget" is sentient, and talks to him, but no one else -- even the Master -- has been able to verify this. Most are convinced that he is deluded.
     
    Quote: "You're right, it's not just about fame. What did you pull down last year, before taxes?"
     
    Powers/Tactics: Golden Knight's tactics so far tend to be simple and direct: he teleports into the fray, and starts blasting away with his Ankh-Staff. He'll use his Ankh-Staff's telekinesis for rescues, but rarely thinks to do something as simple as using it to grab enemy foci. Widget warns him of potential dangers, if he's paying attention, so he tends to get distracted and rely on Widget's warnings.
     
    Because of the temporal paradox of his existence in this time, whenever Golden Knight touches another time-traveler, or someone with the temporal duplicate of one of his artifacts (i.e., Annubis, Black Paladin), they both suffer a temporal backlash from the paradox. In the New Circle, this makes it particularly difficult for him to work with Always.
     
    Golden Knight's memory of the future is less certain the nearer into the present that he is remembering. He can recall events of the year 3000, but has only vague recollection of the history 5 years from the present. He should not be able to remember anything more distant in the future than within a year of his present (which is at -10 to his roll).
     
    Campaign Use: Golden Knight can be used as the annoying, naieve superhero without any real experience. With training and time, he could be an effective superhero -- or, he could remain a goofball. He would be especially useful as a foil to a more experienced, more serious superhero. He can also serve as a plot device to involve Annubis, Black Paladin, or anyone else whose artifacts he has a temporal duplicate of.
     
    Thus far, Golden Knight has only minimal understanding of the powers of his artifacts. To make him more formidable, give him additional powers from his ankh-staff, armor, or Widget. To make him effective in combat, add Combat Skill Levels, Defense Maneuver, Rapid Attack (ranged), and Teamwork.
     
    Plot Seed: Golden Knight manages to defeat a moderately well-known supervillain (e.g., Morningstar), and thereby save the life of a popular politician -- all while being filmed by television news. He immediately exploits this fame in every way he can. He appears on talk shows, on reality shows, as a guest judge on singing contests, as a guest commentator on the local news; as absolutely anything that gets him a few minutes more of fame. In addition to making him even more unsufferable than usual, it also attracts the attention of Annubis -- who recognizes the Ankh-Staff wielded by Golden Knight. Furthermore, the increasing numbers of groupies and babes means that when Annubis strikes, there will be plenty of casualties. Can the player characters reign Golden Knight in before tragedy strikes?
     
    Plot Seed: Golden Knight has somehow gotten an endorsement deal with Nar Cola -- and Always insists that this has somehow doomed the future. The player characters have to race against a building time paradox, to stop Golden Knight, stop the ads from being aired or displayed, and erase all evidence that the entire incident ever occurred.
     
    Plot Seed: In the middle of an adventure, Golden Knight insists that he's remembered something about the (future) history of one of the player characters: that he or she will be the one who discovers the means to defeat Tyrannon -- and subsequently end the Superheroic Age. Or, possibly, Golden Knight is confusing history with the plot of the 30th century holodrama, "Tyrannonsaurus Rex". Golden Knight insists that whatever the player character does (if anything), he or she does it in the near future...
     
    Appearance: Wears finely-crafted gold-plated plate armor, without helm (left in the 30th century). He carries a six-foot tall staff with an ankh on top; the entire staff is carved out of a single piece of lapis lazuli. He has an iridescent, faceted crystal orb that circles his head.
  15. Like
    Lightray reacted to OddHat 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
  16. Like
    Lightray got a reaction from OddHat 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.
  17. Like
    Lightray reacted in The New Circle   
    Re: The New Circle
     
    Introducing the Quarter!
     
    http://www.herogames.com/forums/attachment.php?attachmentid=12194&stc=1>
     
    Goyle
    Val Char Cost Roll Notes
    55 STR 45 20- Lift 51.2tons; 11d6 [5]
    18 DEX 24 13- OCV: 6/DCV: 6
    25 CON 30 14-
    11 BODY 2 11-
    15 INT 5 12- PER Roll 12-
    15 EGO 10 12- ECV: 5
    20 PRE 10 13- PRE Attack: 4d6
    6 COM -2 10-
     
    30 PD 19 Total: 30 PD (18 rPD)
    30 ED 25 Total: 30 ED (18 rED)
    4 SPD 12 Phases: 3, 6, 9, 12
    16 REC 0
    50 END 0
    52 STUN 0 Total Characteristic Cost: 180
     
    Movement: Running: 6"/12"
    Leaping: 11"/22"
    Swimming: 2"/4"
    Tunneling: 1"/2"
     
    Cost Powers END
    18 Body of Stone: Damage Resistance (18 PD/18 ED)
    6 Body of Stone: Knockback Resistance -3"
    30 Brick Tricks: Multipower, 45-point reserve, (45 Active Points); all slots Requires A Skill Roll (-1/2)
    2u 1) Armsweep: Energy Blast 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); No Range (-1/2), Requires A Skill Roll (-1/2) 4
    3u 2) Every Wall Has A Door: Tunneling 1" through 14 DEF material (44 Active Points); Requires A Skill Roll (-1/2) 4
    1u 3) Hitting For Distance: Hand-To-Hand Attack +3d6, Double Knockback (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2), OIF (Appropriate Club Of Opportunity; -1/2), Requires A Skill Roll (-1/2) 3
    3u 4) Hyper-Breath-1: Energy Blast 5d6, Double Knockback (+3/4) (44 Active Points); Requires A Skill Roll (-1/2) 4
    1u 5) Thunderclap: Hearing Group Flash 7d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (+1/2) (42 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Requires A Skill Roll (-1/2) 4
    1u 6) Shockwave: Energy Blast 5d6, Limited Power Power loses less than a fourth of its effectiveness (Only Does Knockdown, Not Knockback; +0), Hole In The Middle (+1/4), Explosion (+1/2) (44 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Requires A Skill Roll (-1/2), Only When In Contact With The Ground (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only Effects Targets on the Ground; -1/4) 4
    1u 7) The Big Wrap Up: Entangle 4d6, 4 DEF (40 Active Points); OIF (Appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Limited Power Power loses about a third of its effectiveness (Defense Depends Upon Materials Used; -1/2), Requires A Skill Roll (-1/2), Side Effects (may cause considerable damage to the environment; -1/4) 4
     
    Perks
    7 Fringe Benefit: Captain, Security Clearance
    5 The Quarter's Base and Vehicle Donation: Vehicles & Bases
    6 Parapsychology Community: Contact, Organization Contact (x3) (6 Active Points) 11-
    6 US Air Force and Victrix: Contact, Organization Contact (x3) (6 Active Points) 11-
    6 NASA: Contact, Organization Contact (x3) (6 Active Points) 11-
    1 Superhuman Paranormal Investigator and Hero: Reputation (A medium-sized group) 11-, +1/+1d6
     
    Skills
    15 +3 with HTH Combat
    3 Strength Tricks: Power 20-
    3 AK: Cape Canaveral 12-
    3 AK: Houston 12-
    3 AK: New Orleans 12-
    3 Combat Piloting 13-
    3 Electronics 12-
    3 Language: Creole (completely fluent)
    4 Language: French (idiomatic)
    3 Mechanics 12-
    3 Navigation (Air, Space) 12-
    3 PS: Astronaut 12-
    3 PS: Chef 12-
    3 PS: Pilot 13-
    3 Scholar
    1 1) KS: Arcane and Occult Lore (2 Active Points) 11-
    2 2) KS: Cajun Cooking (3 Active Points) 12-
    2 3) KS: Creole Cooking (3 Active Points) 12-
    1 4) KS: Cults and Secret Societies (2 Active Points) 11-
    2 5) KS: New Orleans Culture (3 Active Points) 12-
    1 6) KS: Supernatural Creatures (2 Active Points) 11-
    3 Tactics 12-
    3 Teamwork 13-
     
    Total Powers & Skill Cost: 170
    Total Cost: 350
     
    200+ Disadvantages
    25 Dependent NPC: Antoinette Ainley and the Reid children Bobbi and Darrin 11- (Normal; Group DNPC: x4 DNPCs)
    20 Distinctive Features: Body of Stone (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    15 Enraged: When friends or family are harmed (Uncommon), go 11-, recover 11-
    25 Hunted: Comte Saint-Germaine 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    15 Hunted: The Changelings 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    5 Physical Limitation: Body of Stone (weighs 800kg) (Infrequently, Slightly Impairing)
    10 Psychological Limitation: Code vs. Killing (Common, Moderate)
    5 Psychological Limitation: Cranky and Gruff (Uncommon, Moderate)
    15 Psychological Limitation: Devoted to his extended "family" (Common, Strong)
    15 Social Limitation: Public Identity (Graham Benjamin) (Frequently, Major)
     
    Total Disadvantage Points: 150
     
    Background/History: "NASA loves you, Graham... but they don't love that nut Reid," General Crowley said.
     
    "Al... Al..." Graham Benjamin replied, not really wanting to go through this yet again. "You know how crazy the world is. Dix... yeah, he's pretty strange, but we have enough genius pointed at the stars. He's looking at the shadows."
     
    "You're going to kiss your career goodbye if you leave to work with him," Crowley warned.
     
    "Then the hell with my career. Dix is my buddy, and if we have to look like idiots sometimes, then so be it," Graham growled. Crowley flinched at the big former astronaut's momentary anger. Captain Benjamin was known as being fiery, stubborn, and hell on wheels if pushed to hard. But he was also one of the best pilots in the world, a man who'd saved the Space Shuttle Enterprise from a disasterous crash into Houston, Texas only two short years before. And then there was Gulf War 1...
     
    The man was a hero through and through.
     
    "I just wish he had found another pilot crazy enough to go with him into that rip," Crowley grumbled.
     
    "And what? Listen, we have people like Victrix defending us from out there, but there's another 'out there', and the Triangle is just one of those doorways through to that place," Benjamin answered.
     
    Graham only glared. His mind was made up.
     
    #
     
    They weren't supposed to get on that airplane and delve into the Triangle, but Doctor Dixon Reid, Sarah Squall and her little brother Jimmy Squall were willing to take the risk. Dixon was one of the brightest men he ever knew, and his closest friend from high school and college, and someone had to babysit his research assistant and the kid. So Gulf War hero and Space Shuttle astronaut Captain Graham Benjamin took the controls of Dixon's instrument-laden Gulfstream jet and aimed them right into the heart of the storm.
     
    Once through the Rift, a transdimensional portal, Reid's aircraft design proved durable enough to survive the forces that bridged the multiverse... mostly. The frame of the aircraft, wired together with "ligaments" of cold iron, kept the Gulstream together, although fissures throughout the shell of the craft allowed odd energies to seep through. The windshield was incapable of holding back a storm of stony hornets, and instinctively, Graham threw himself in front of the deadly torrent. It felt as if he was on fire as the racing pellets tore through his flesh. Sarah, even as she faded behind a shimmering sheet of strange goo, screamed and tried to shield her friend Graham. A bubble of ectoplasm enveloped not only Graham, but Dixon and Jimmy, and Graham relaxed, the pain in his body fading. Strangely, though, he began to feel heavier, more numb. His mind swirled momentarily, but when the Gulfstream slammed into a small island, the crash had not harmed him, nor any of the others.
     
    He found out why, though. Graham's flesh had been replaced with the odd, rusty-colored stones. His strength was increased exponentially, with little loss of dexterity, but he was no longer physically human. He had turned into some form of monsterous gargoyle.
     
    Dixon and the others had changed as well, but the brilliant parapsychologist quickly appealed to Graham's heroism. He could use his powers to protect humanity while they searched for a means to return him to a semblance of normalcy. A relationship with deaf author, Antoinette Ainley (daughter of one of the Quarter's most persistant enemies) enabled him to adjust his self esteem, and in his new role as Goyle, he is not only still an idol of millions, he's in the fight to save those millions, time and time again.
     
    Personality/Motivation: As courageous and heroic as Graham is, he hides brooding self doubt under a veneer of grim, self-depreciating humor. After a life of military discipline as both a pilot and an astronaut, hanging around with a dysfunctional crew like the Quarter has enabled him to let his hair down, figuratively. Always his own man, and stubbornly adamant about his opinions, he is gruff and argumentative. If it hadn't been for his relationships with Antoinette and the rest of the Quarter, he could quite easily have become a bitter, destructive force after his transformation, but even now, should any of his support structures be stripped away, he has received enough nurturing to keep as a kind and helpful champion.
     
    Views of the rest of the team and other supers:
     
    Professor Tesseract - Graham loves Dixon as a brother, and swiftly got over his resentment of winning Sarah's heart. He bears no ill will towards Dixon for the effects of the Rift on him. If anything, Graham is as protective, if not moreso now that they are superpowered adventurers, because he realizes that Dixon's paranormal curiosity will drag the occult genius into situations where even his remarkable capabilities can't get him out of. Graham often jokes about Dixon's verbosity and intense curiosity, using humor to be the voice of reason for his best pal.
     
    Phantasma - There was a time when Graham was deeply in love with Sarah, and even now he cares for her, although his feelings for her have matured and tempered down to feeling as if she was a substitute for the sister he never had. Sometimes he grates against Sarah's motherly attitude, cracking wise at her admonishments, but when push comes to shove, Sarah can back him down.
     
    Feyfire - Graham grew up as an only child, so he never had to deal with a mischievous younger brother. With Jimmy, he's catching up for lost time, and when not staving off the forces of darkness, and sometimes even then, the young hothead brings out a mischievous immaturity in the big guy. While Jimmy's pranks and sharp remarks often seem to spark Graham's formidable anger, Graham has willingly given his all to protect him.
     
    The New Circle - As a team, Graham has enormous respect for them. They have protected the Earth with the same tenacity as the Quarter, and the two teams have worked together in the past as a true dream team. He works especially well with Legend, although to Legend's chagrin, Goyle jokes that he's the "prettier and more popular" of the two in their team-ups. Graham considers Night Hunter to be an annoying know-it-all, and the Athenian to be pretty, if a little off-putting. Always reminds him that there are worse things than monsterous appearance as the fate.
     
    The Champions - They're a bunch of good guys, although when their paths cross with the Quarter, they usually just end up underfoot. Witchcraft is the only one who can handle the kind of nightmares they regularly encounter, and Phantasma always has to tell Goyle to hold his tongue when referring to Ironclad.
     
    Quote: "I don't care if you're the King of the Underwear, creep. Back off, or I'm gonna throw you a homestyle beating just like my Aunt Daisy used to make, with extra chunks of my rocky foot up yer butt!"
     
    Powers/Tactics: Graham, while not exactly the strongest living man-like creature ever to walk the Earth, is still one of the heavy hitters in the Quarter when it comes to combat. Where Goyle lacks raw, untapped physical might, he makes up with it with resourcefulness, skill, and versatility. He can easily bounce high explosive shells off his rocky hide, lift over 50 tons, and while he's not as light and nimble as Feyfire, he's can be a whirling tornado of fists.
     
    Graham, while not the genius that Dixon is, possesses a canny and cunning mind. He's an accomplished astronaut and pilot, a trained leader, and is the man who organized the Quarter's combat tactics. Opponents assuming that the huge tan-colored lump of stone isn't the sharpest tool in the shed have met their come-uppance when trying to defeat Goyle's awesome might, and slam right into Graham's indominatable spirit and intelligence.
     
    Campaign Use: Goyle is a magically empowered brick with several non-combat abilities which could make him useful in combat. Also, in situations where superheroes might need an ally who is in NASA or has Air Force ties, then Goyle could be a godsend.
     
    To make Goyle more powerful, remove his Requires Skill Roll restriction, or give him a Brick VPP, increase his strength, constitution and defenses, and give him a martial art like wrestling or Brick Tricks.
     
    Plot Seed: A man resembling Graham Benjamin is spotted, engaging in demonic activities with stony creatures identical to Goyle. Have the Quarter finally located Graham's original body, and what is the monsterous force motivating his form? And what on Clancy Street are the stone monstrosities that are running around with it? Can the PC's stop an army of Goyles, literally hell bent on conquering the Earth?
     
    Plot Seed: Victrix disappears into a warp. NASA and the USAF have sent out probes, and the best space-travelling supers on Earth are coming up empty in locating her. Her friend Graham has a suspicion that she's disappeared into another universe, and wants to call in some extra help. Will they find her, or could things be even worse when they track the lost super into the realm of the Changelings.
     
    Plot Seed: Goyle and the Monster are slugging it out in downtown New Orleans. The rest of the Quarter are missing, presumed injured or worse, and Goyle is having trouble containing his traditional supernatural sparring partner. The PC's have their work cut out for them, assisting Goyle in containing the Monster's carnage and rampages, and locating the missing members of the Quarter. Could the Comte St. Germain be behind this
     
    Appearance: Goyle is a hulking six foot tall slab of tan colored stone with a single blue eye in the center of what could be called a head with a rudimentary mouth and blunt, but highly nimble fingers. The stony monstrosity is naked, but no obvious body parts are visible, although Goyle's physical needs are normal. Apparently he has limited shape shifting abilities, enough for his modesty, but to allow for his very human eating, reproductive, and waste removal processes.
     
    Graham Benjamin is a tall, handsome, athletic man with brown hair and brown eyes.
  18. Like
    Lightray got a reaction from zornwil in The New Circle   
    updated listing
     
    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
     
     
     
    ------------------------
     
    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
     
     
     
    ------------------------
     
    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
     
     
     
    ------------------------
     
    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
     
     
     
    ------------------------
     
    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
  19. Like
    Lightray got a reaction from Moody Loner in The New Circle   
    Already did one member of the Trenchcoat Brigade, so here's another:
     
    Valentine
     
    Alternate IDs: Johanna Valentine
     
    Val Char Cost
    10 STR 0
    23 DEX 39
    23 CON 26
    18 BODY 16
    23 INT 13
    23 EGO 26
    30 PRE 20
    20 COM 5
     
    15 PD 4
    15 ED 1
    4 SPD 7
    10 REC 6
    46 END 0
    35 STUN 0
     
    7" RUN 2
    3" SWIM 1
    3" LEAP 1
    Characteristics Cost: 167
     
    Cost Power
    30 Lucky Bastard: Luck 6d6
    18 Hard To Kill: Combat Luck (9 PD/9 ED)
    10 Hard Headed: +10 Mental Defense (15 points total)
    10 Got Her Mojo On: Power Defense (10 points)
    22 She's Got Brass: Naked Advantage on PRE, Variable Advantage (+1/2 Advantages Limited Group of Advantages (Invisible Power Effects, Sticky, Transdimensional, Variable Special Effects; +3/4) (22 Active Points)
    8 Not A Nice Lady: Reputation (A medium-sized group; 14-) +4/+4d6
     
    20 What Did That Book Say About This?: Find Weakness 11- (All Attacks) (30 Active Points); Only Affects Mystic Defenses (-1/2)
    17 I've Got A Bad Feeling About This: Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
    6 Eye For Details: Enhanced Perception (+2 to PER Rolls for All Sense Groups)
    11 What's Going On?: Elemental Control, 22-point powers
    4 1) What Is This?: Detect Magic 14-, Analyze, Discriminatory, Sense (22 Active Points); Extra Time Full Phase (-1/2), Costs Endurance (Costs END Every Phase; -1/2), Requires A Magic Skill Roll (-1/2)
    6 2) That's What I Would Have Done: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Retrocognition Only (-1), No Range (-1/2), Time Modifiers (-1/2), Vague and Unclear (-1/2), Requires A Deduction Skill Roll (-1/2), Gradual Effect (1 Minute; -1/2)
    6 3) That's What I Would Do: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), No Range (-1/2), Time Modifiers (-1/2), Vague and Unclear (-1/2), Requires A Deduction Skill Roll (-1/2), Gradual Effect (1 Minute; -1/2)
     
    20 Tricks of the Trade: Variable Power Pool (Magic Pool), 10 base + 10 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (20 Active Points)
    0 1) That's Only An Hour From Here: Teleportation 1", Safe Blind Teleport (+1/4), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (5 Active Points); Gradual Effect (1 Hour; -1 1/4), Must Pass Through Intervening Space (-1/4) Real Cost: 2
    0 2) That's Only 20 Minutes Away: Teleportation 2", Safe Blind Teleport (+1/4), Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (9 Active Points); Gradual Effect (20 Minutes; -1), Must Pass Through Intervening Space (-1/4) Real Cost: 4
    0 3) I Can Be There In 5: Teleportation 3", Safe Blind Teleport (+1/4), Megascale (1" = 1 km; +1/4) (9 Active Points); Gradual Effect (5 Minutes; -3/4), Must Pass Through Intervening Space (-1/4) Real Cost: 4
    0 4) I Know Just The Guy: Summon 25-point Normal, Expanded Class of Beings (Limited Group; +1/2), Amicable (Loyal; +1/2) (10 Active Points); Arrives Under Own Power (-1/2) Real Cost: 7
    0 5) Do You Smell Patchouli?: Detect A Class Of Things 14-, Discriminatory (10 Active Points); Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 8
    0 6) You Know What I Want: Mind Link (One Specific Mind), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2) Real Cost: 7
    0 7) Not That Tied Up: Extra Limbs , Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2) Real Cost: 7
    0 8) Not That Far Away: Stretching 1", Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Cannot Do Damage (-1/2) Real Cost: 7
    0 9) Smoking Has Its Uses: Sight Group Images (10 Active Points); OAF - cigarette (-1), Set Effect (cigarette smoke images; -1/2) Real Cost: 4
    0 10) I've Got Some Change: Money: Well Off (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 4
    0 11) I'll Hide Behind That!: Entangle 0 1/2d6, 0 DEF, Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Only To Form Barriers (-1) Real Cost: 5
    0 12) Find Some Cover!: Tunneling 1" through 1 DEF material, Invisible Power Effects (Fully Invisible; +1) (10 Active Points) Real Cost: 10
     
    5 It's A Gun: Killing Attack - Ranged 1d6 (vs. PD), Required Hands (One-Handed; +0) (15 Active Points); OAF (-1), 2 Clips of 6 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4)
    5 It's A Pen: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD), Required Hands (One-Handed; +0) (10 Active Points); Increased Endurance Cost (2x END; -1/2), IIF (-1/4), Real Weapon (-1/4)
    3 Mirrorshades: Flash Defense (3 points) (Sight Group)
    4 Trenchcoat: Lack Of Weakness (-3) for Normal & Resistant Defenses (6 Active Points); OIF (-1/2)
    Powers Cost: 205
     
    Cost Martial Arts Maneuver
    Dirty Tricks
    4 1) +1 HTH Damage Class(es)
    4 2) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND
    3 3) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +1d6 +v/5 Strike; You Fall, Target Falls; FMove
    5 4) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +15 STR to take weapon away
    5 5) Pen Stab: 1/2 Phase, -2 OCV, +1 DCV, Weapon +5 DC Strike
    Gun Tricks
    4 1) +1 Ranged Damage Class(es)
    3 2) Defensive Gun Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +1 DC
    5 3) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +15 STR
    4 4) Quick Gun Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +3 DC
    Martial Arts Cost: 37
     
    Cost Skill
    20 +2 Overall
    10 +2 with PRE Rolls and Skills
    10 Defense Maneuver: I-IV
    5 Cramming
    5 Magic (Power Skill) (INT-based) 15-
    3 Analyze: Magic 14-
    3 Breakfall 14-
    3 Bribery 15-
    3 Bureaucratics 15-
    3 Climbing 14-
    3 Combat Driving 14-
    3 Concealment 14-
    3 Conversation 15-
    3 Deduction 14-
    2 Forgery 14-
    2 Gambling 14-
    3 Interrogation 15-
    3 Lockpicking 14-
    3 Paramedics 14-
    3 Persuasion 15-
    3 Security Systems 14-
    3 Shadowing 14-
    3 Stealth 14-
    3 Streetwise 15-
    2 Survival (Urban) 14-
    3 Tracking 14-
    3 Trading 15-
    2 WF: Common Melee Weapons
    3 Linguist
    1 1) Language: English (imitate dialects; Native)
    1 2) Language: German (basic conversation)
    1 3) Language: Latin (fluent conversation)
    1 4) Language: Greek (fluent conversation)
    3 Scholar
    2 1) KS: The Occult (INT-based) 14-
    2 2) KS: The Occult World (INT-based) 14-
    2 3) KS: Magic (INT-based) 14-
    2 4) KS: Demonology (INT-based) 14-
    Skills Cost: 133
     
    Cost Perk
    3 Anonymity
    3 Well-Connected
    11 1) Contact: "Harmless" Demonic Pacts (Contact has been blackmailed by the character, Contact has: useful Skills or resources), Organization Contact (+2) 14-
    11 2) Contact: The Occult World (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) 8-
    5 3) Contact: The Lady In Black (Contact has: very useful Skills or resources, Good relationship with Contact) 12-
    5 4) Contact: The New Circle (Contact has: useful Skills or resources), Organization Contact (+2) 8-
    3 5) Contact: The Master (Contact has: extremely useful Skills or resources) 8-
    3 6) Contact: Nyssa Tarchaniotes (Contact has: useful Skills or resources, Good relationship with Contact) 11-
    Perks Cost: 44
     
    Cost Talent
    1 Environmental Movement (no penalties on/in with keeping cigarette in mouth)
    3 Lightsleep
    5 Lightning Reflexes: +3 DEX to act first with All Actions
    5 Resistance (5 points)
    Talents Cost: 14
     
    Total Character Cost: 600
     
    Pts. Disadvantage
    15 Dependent NPC: current doomed boyfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)
    10 Dependent NPC: Pet Cat 8- (Normal)
    20 Hunted: Cursed With Bad Luck 11- (Mo Pow; Harshly Punish) [Notes: Unluck for Valentine's personal life]
    5 Hunted: Results of "Harmless" Demonic Pacts 8- (Less Pow; Mildly Punish; PC has a Public ID or is otherwise very easy to find)
    10 Hunted: Circle of the Scarlet Moon 8- (As Pow; Harshly Punish)
    10 Hunted: DEMON 8- (As Pow; Harshly Punish)
    0 Hunted: Trismegistus Council 8- (As Pow; Watching)
    15 Psychological Limitation: Hunting "Bad Things" (Common; Strong)
    15 Psychological Limitation: Loyal to Friends, Merciless to Enemies (Common; Strong)
    10 Psychological Limitation: Code Vs. Killing (Common; Moderate)
    10 Psychological Limitation: No Respect For Authority (Common; Moderate)
    15 Reputation: Not A Nice Lady 14- (Known Only To A Small Group (Extreme))
    15 Social Limitation: Weirdness Magnet (Very Frequently; Minor)
     
    Disadvantage Points: 150
    Base Points: 300
    Experience Required: 150
    Total Experience Available: 150
    Experience Unspent: 0
     
    Background/History: Valentine doesn't talk about her history, much. And the ones who know her history... don't talk about it much. She lived a wastrel youth leading to a dissolute life, and had a knack for being in the wrong place at the right time. She picked up magic almost by accident -- after so many encounters with cultists, demonologists, magicians, and weirdos it was inevitable. Unfortunately, she was never very good at it.
     
    Fortunately, she was very good at making people think she was good at it. So, she has survived -- and thrived -- almost on reputation alone. Almost everyone involved in the occult knows of her, and most give her a wide berth. Although she knows the "big players" like the Master and the New Circle, she focuses her attention on the underside of the occult -- the street level forgotten by the big players.
     
    Because of this she has often run afoul of the petty schemes of up-and-coming members of the Circle of the Scarlet Moon and DEMON, or even the small daily temptations of Hell. When it all hits the fan, she's willing to call in the big players and turn the whole mess over to them -- or, sometimes, to show them they're not the only ones who can make a difference...
     
    Personality/Motivation: Bad things happen in Valentine's life on a regular basis, and she's not happy about it. Usually those bad things have their origin in some occult threat, and so she's devoted to putting an end to them. All of them. She knows how important her work is -- if the "big players" were really doing their job, they would have taken care of the occult things that keep messing up her life.
     
    Valentine has an especially bad time keeping boyfriends, not that she's stopped trying. Thankfully, she's been luckier with her cat.
     
    Quote: "Nice robes, Sparky. Does your father know you wear a dress in public?"
     
    Powers/Tactics: 2d6K Quick Gun Shot [*]
    1d6+1K Defensive Gun Shot [*]
    2½d6 NND Low Blow [1]
    3d6K Pen Stab [3]
     
    Campaign Use: Valentine is a good street-level mystic contact for more experienced mystic heroes; she is unlikely to waste her time with "newbies". She is best used as a foil for characters usually interested in more esoteric or cosmic events -- she can remind them that there are real people being affected by the things they deal with.
     
    Because of her caustic personality and focus on using her reputation and presence to get what she wants, players may start regarding Valentine as an adversary instead of a foil. Plot seeds can be used to counteract this.
     
    Plot seed: Valentine has to step in to protect someone normal who is close to the player characters, while they're dealing with bigger events. When they return, she tells them to deal with the situation ("No, no. Don't thank me."). If the characters find dealing with street-level occult more difficult than they thought, Valentine can have been keeping an eye on things, and step in to help out a little ("No, no. Don't thank me.").
     
    Plot seed: The Master still can't figure out if Valentine was one of his more successful students, or one of his more rare failures. Nonetheless, he remains fond of her, and when she needs some help he sends the player characters. While dealing with the lowlife cultists and demon stoolies, they may wonder exactly why the Master likes her.
     
    Plot seed: The pretentious occult dabbler Valentine thought was a Morbane-wannabee turns out to be a member of the Trismegistus Council, ineptly turning to the dark side. Oops. She doesn't want to deal with misled agents of the Trismegistus Council and scheming agents of DEMON at the same time -- so she drops the whole mess in the lap of the player characters.
     
    Appearance: Slight woman, usually wearing a trenchcoat, mirrorshades, and smoking a cigarette. She speaks with a British accent, although it is difficult to tell exactly from what region. Her favorite expression is a sneer, and she is impatient and insulting when annoyed. Which is often.
  20. Like
    Lightray got a reaction from Agent X in The New Circle   
    Listing of all mystic / New Circle characters updated in THIS POST
  21. Like
    Lightray got a reaction from Hyper-Man in The New Circle   
    Listing of all mystic / New Circle characters updated in THIS POST
  22. Like
    Lightray got a reaction from OddHat in The New Circle   
  23. Like
    Lightray reacted to JohnOSpencer in The New Circle   
    Re: The New CircleTo get back on track, here is my GFs old character, who can be used in a mystical campaign.LotusPlayer: Sandra
    Val** Char*** Cost 20** STR 10 23** DEX 39 18** CON 16 13** BODY 6 13** INT 3 11** EGO 2 15** PRE 5 20** COM 5 * 15/19** PD 8 15/19** ED 8 6** SPD 27 10** REC 4 36** END 0 40** STUN 8 *10"**RUN02"**SWIM015"**LEAP0Characteristics Cost: 141Cost** Power END 9** Supernatural Awareness: Detect Ghosts and Spirits A Class Of Things 12- (Unusual Group), Increased Arc of Perception, Sense* 0 6** Dragon Skin: Damage Resistance (8 PD/4 ED)* 0 7** Toughness Training: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Limited Power Must be aware of attack (-1/2)* 0 7** Toughness Training: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Limited Power Must be aware of attack (-1/2)* 0 6** Defensive Sword Technique: Armor (4 PD/4 ED) (12 Active Points); OIF: Sword of opportunity (-1/2), Limited Power Must be aware of attack (-1/2)* 0 12** Speed of the Dragon: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (12 Active Points)* 11** Leaping: Leaping +11" (15" forward, 7 1/2" upward)* 1 6** Missile Deflection: (Arrows, Slings, Etc.) (10 Active Points); OIF: Sword of opportunity (-1/2), Will Not Work Against Heavy Missiles (-1/4)* 0 10** Daggers: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Ranged (+1/2) (22 Active Points); 2 Recoverable Charges (-1), Real Weapon (-1/4)* [2 rc] 18** Ya Zi: Sword Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1)* 1u** 1) Missile Deflection: (Any Ranged Attack) (20 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4)* 0 2u** 2) Ch'i Strike: Killing Attack - Hand-To-Hand 2d6+1 (3 1/2d6 w/STR) (35 Active Points); OAF (-1)* 3 2u** 3) Strike: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), No Knockback (-1/4)* 0 2u** 4) Demon Slayer: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Affects Desolidified Supernatural Creatures (+1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1), No Knockback (-1/4)* 1 1u** 5) Flat of the Blade: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)* 0 2u** 6) Thrust: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Armor Piercing x1 (+1/2) (37 Active Points); OAF (-1), No Knockback (-1/4)* 4 22** The Sword of Iron and Blood: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)* 2u** 1) Sword Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), No Knockback (-1/4)* 0 2u** 2) Martial Spirit: Aid PRE 4d6 (40 Active Points); OAF (-1), Self Only (-1/2)* 0 2u** 3) Telekinesis (30 STR) (45 Active Points); OAF (-1), Affects Whole Object (-1/4)* 4 Powers Cost: 130Cost** Martial Arts Maneuver ** Respendent Dragon Kung Fu* 1** 1) Weapon Element: Blades* 4** 2) The Fist of the Scarlet Dragon (Strike): 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike* 5** 3) The Golden Dragon Strike (Strike): 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike* 5** 4) Swooping Dragon Maneuver (Passing Strike): 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove* 3** 5) Dragon's Tail Brushes The Ground (Sweep): 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls* 3** 6) Hsu Pao's Twisting Reversal (Throw): 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls* 4** 7) The Moon Dragon's Shining Scales (Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 8) The Sublime Avoidance (Dodge): 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 29Cost** Skill ** General Skills* 2** 1) AK: Millenium City Chinatown 11-* 3** 2) Conversation 12-* 2** 3) KS: Chinese History and Tradition 11-* 2** 4) KS: Chinese Legends and Lore 11-* 2** 5) KS: Cooking 11-* 2** 6) KS: Millenium City Chinatown Underworld 11-* 0** 7) Language: Mandarin (native) * 2** 8) Language: Cantonese (fluent conversation)* 2** 9) Language: English (fluent conversation)* 3** 10) Oratory 12-* 2** 11) PS: Cooking 11-* 3** 12) Streetwise 12-* ** Martial Skills* 10** 1) +2 with all Agility skills* 8** 2) +1 with All Combat* 6** 3) +2 with Ya Zi* 3** 4) +1 with Martial Arts* 5** 5) +3 vs. Called shot modifiers with dagger* 3** 6) Acrobatics 14-* 3** 7) Analyze: Combat Technique 12-* 3** 8) Analyze: Martial Arts Style 12-* 3** 9) Breakfall 14-* 3** 10) Fast Draw Common Melee Weapons 14-* 2** 11) KS: Resplendent Dragon Kung Fu 11-* 5** 12) Rapid Attack (HTH) * 3** 13) Stealth 14-* 2** 14) Weaponsmith (Muscle-Powered HTH) 12-* 2** 15) WF: Common Melee Weapons* Skills Cost: 86Cost** Talent 6** Lightning Reflexes: +4 DEX to act first with All Actions* 6** Combat Luck (3 PD/3 ED)* Talents Cost: 12Val** Disadvantages 10** Distinctive Features: Talks to Ghost of Ancient Master (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 5** Distinctive Features: The Chosen - Aura of power and destiny (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)* 0** Dependent NPC: Ghost of Ancient Master* 10** Dependent NPC: Mother 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career)* 10** Dependent NPC: Kate Gallagher 11- (Normal; Useful noncombat position or skills)* 15** Enraged: When innocents are harmed (Uncommon), go 11-, recover 11-* 5** Hunted: Dr. Yin Wu 8- (Mo Pow, NCI, Limited Geographical Area, Watching)* 15** Hunted: Local Chinese Triads 8- (As Pow, NCI, Harshly Punish)* 10** Hunted: Others who want to learn style 11- (Less Pow, Harshly Punish)* 15** Hunted: Wong Feng 11- (As Pow, Harshly Punish)* 15** Hunted: Lin Chi the Serpent 8- (Mo Pow, Harshly Punish)* 20** Psychological Limitation: Code of Honor (Common, Total)* 15** Psychological Limitation: Protective of Innocents (Common, Strong)* 15** Psychological Limitation: Recurrant Dreams/Nightmates (Common, Strong)* 10** Reputation: Powerful Sword Weilding Martial Artist with Unknown Style, 11- (Extreme; Known Only To other Martial Artists)* 8** Mystery Disadvantage* 1** Quirk: Believes there is Good in everyone* 1** Quirk: Dislikes Japanese* 1** Quirk: Prefers to cook own food* 1** Quirk: Loves combat (but won't admit it)* 1** Quirk: Will not let others handle Ya Zi* Disadvantage Points: 183Base Points: 200Experience Required: 15Total Experience Available: 30Experience Unspent: 15Total Character Cost: 398

    Height: 5' 6" Hair: Dark Brown Weight: 132 lbs Eyes: Brown Appearance: She is tall for a Chinawoman at 5'6", but has a well-balanced and toned body.Personality: Wu has a strong presence and the aura of one chosen. She is a little headstrong, but has a good heart and greatly opposses opression wherever she goes. Wu is well spoken and often finds herself a mediator in Chinatown fueds. She speaks often to her invisible teacher, who will give her sometimes menial or strange tasks to strengthen her abilities. Wu wants nothing more than to be a great hero and defend the general populace from harm.Quote:"I make my own destiny."Background: Wu Zeitan was born in the small Nyetang province in China, her mother an American ambassador and her father a Chinese polotician - said to be an descendant of Ji Xuanyuan, the founding father of China. Her father was deeply involved in local politics and greatly respected by the local residents whom he fought for. Many in this small province were unhappy with the current Communist government and wished a return to more ancient ways, whispering the descendant of Ji Xuanyuan could bring China back to her former glory. Word of this dissent reached the government, who retaliated by murdering her father when Wu was eight. She was witness to the event, seeing the ghost of her father fleeing to the afterlife. Wu has been attuned to the supernatural since with the ablility to see and communicate with ghosts and other supernatural creatures. Her mother fled to America with Wu, where she could be raised in safety.  
    The Five Ancestors have been quite unhappy with the direction of China for the past two hundred years. They see in Wu a chance to set things right. Shortly after her twelth birthday, the spirit of an ancient master revealed he would train her in the ancient way of the Resplendant Dragon, for she has much future potential. Wu interpreted this as a chance to become a hero and helps defend the citizens of Chinatown from the Triad.
    Powers/Tactics: Her teacher has guided her in the creation of her sword - Ya Zi (bad-tempered warrior of the Dragon's nine sons). Wu prefers to be in the front line of combat or removed ranged users such as Blasters.Campaign Use: 
  24. Like
    Lightray got a reaction from Kristopher in The New Circle   
  25. Like
    Lightray reacted to Outsider in Jane's Superhumans   
    Re: Jane's Superhumans
     

     
    Living in a town with a guy with explosive skills is a lot safer. Such a guy will almost certainly be unable to amass enough explosives to destroy the entire city without getting caught and stopped before his plan comes to fruition. Several freight train loads of high explosive are a tad difficult to acquire, load, unload, or place secretly and alone.
     
     

     
    Living in a town with WMDman is just as dangerous as living in a town with WMDman after someone unsuccessfully tried to attack him. The evil Mindcontrolman can come along at any moment and Mind Control him into using his power, after all. Or sufficiently dedicated and clever normals could just kidnap and brainwash him into blowing up the city. What is he gonna do to stop them? Blow up the city?
     
    The only ways to make WMD man safe to be around is to either kill him, or to somehow permanently remove his power. Barring that, keep him under deep cover and in an unpopulated region. If he is a good guy he will recognize the need for this and comply. If he isnt or doesnt, then he's as good as destroyed the city already, and should be treated accordingly.
     
    Or we could all just acclaim him as our new superpowered overlord, and maybe volunteer to round up others to toil in his underground nectar mines.
     

     
    If said militias had prohibited weapons, or insisted on bearing their nominally legal ones in places or ways that are prohibited, the government would come down on them fast enough.
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