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steriaca

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  1. Like
    steriaca reacted to csyphrett in The New Circle   
    Re: The New Circle
     
    Scarlet Scarab
    Hair/eye color- brown hair, brown eyes
    Height/mass- 5'10", 180 lbs.
    Nationality-American
    Place of birth-Vibora Bay.
    Date of birth- March 14, 1979
     
    STR 22
    DEX 21
    CON 15
    BODY 15
    INT 25
    EGO 20
    PRE 13
    COM 12
    PD 4
    ED 3
    SPD 3
    REC 7
    END 30
    STUN 33
     
    OCV/DCV 7
    ECV 6
    PHASES 4,8,12
     
    Powers
    Scarab Gun Multipower 40 points OAF (-1) 8 charges (-½) 16
    2u Scarab Bite: Energy Blast 8d6 40 points, OAF (-1) 20
    2u Scarab Strobe: Flash (Sight Group) 8d6 OAF (-1) 20
    1u Scarab EMP: Dispel Technology 8d6, 24 points, any one power (+1/4), OAF (-1) 15
    1u Scarab Imp: Dispel Magic 8d6, 24 points, any power (+1/4), OAF (-1) 15
    1u Scarab Force Bolt: Telekinesis 26 str, 39 points, Affects whole object(-1/4), Only to push target (-½), OAF (-1), 14
     
    Scarab All Purpose Tool Belt: VPP 40 points + 20 points (60) OAF (-1), Can only be changed in his lab (-½), 24
     
    Personal Magic: VPP 30 + 15 points (45) only magic(-1/4), variable limitations (-½) 25
     
    Armor 10 pd/ 10 ed (30) OIF (-½) 20
     
    Scarab Hover Board: Flight 20" (40) OAF (-1), Only in contact with surfaces (-1/4) 17
     
    Scarab Block: Missile deflection and reflection, arrow and projectiles, throw back at any target 40
     
    Scarab Agility: + 8 DCV 40
     
    Mental Defense 20
     
    Cost Skill Roll
    3 Computer Programming 14-
    3 Electronics 14-
    3 Inventor 14-
    3 Mechanics 14-
    3 Systems Operations 14-
    3 Stealth 13-
    3 KS: Mystic World 14-
    3 KS: Superhuman World 14-
    3 KS: Business World 14-
    3 Criminology 14-
    3 SS: physics 14-
    3 SS: Subatomic physics 14-
    3 SS: Nuclear Physics 14-
    3 Accounting 14-
    6 Wealthy
    2 Navigation 14-
    3 AK: Vibora Bay 14-
    3 AK: New York 14-
    2 Urban Survival 14-
    3 Acrobatics 13-
    3 Breakfall 13-
    8 Defense Maneuver III
    4 Martial Dodge
    4 Martial Escape
    3 Martial Throw
    3 Legsweep
    4 Martial Strike
    24 + 3 all combat
    5 Membership: Trismegistus Council
     
    9 Ambidexterity
    5 Eidetic Memory
    4 Speed Reading
     
    Disadvantages 150 pts
    10 Rivalry with Dr. Ka, professional, rival is more powerful, is aware of rivalry.
    15 Secret Identity: Theo Cable
    25 Hunted: Demon (mo pow, NCI, Harshly punish,) 11-
    20 Hunted by V'han 11- (mo pow, limited area, pun)
    30 Dnpc: Cable Miniature Solutions 14-
    10 DF: mystic aura (Always noticed, limited senses)
    15 Psych Lim: Wants to uphold Dr. Scarab's Legacy (Common, Strong)
    15 Overconfidence (very common, moderate)
    10 Reputation: Technowizard
     
    Characteristics Cost: 104
    Powers Cost: 209
    Skills Cost: 137
    Total Cost: 450
     
    Plot Hook 1: Both Dr. Ka and the Scarlet Scarab have gone missing from the Vibora Bay mystic scene. With their disappearance comes an increase in reptile sightings all over the city. Are the two linked?
     
    Plot Hook 2: Several companies such as Cable Miniature Solutions, and Harmon Industries, have decided to meet for a summit for a big project which involves all of their companies working together. Two of the planning sessions are interrupted by attacks from a group of villains. Can the heroes provide security for the meeting, and why are two out of town heroes also present?
     
    Plot Hook 3: The heroes are present when the Scarlet Scarab tries to stop a villain from making off with an ancient mask. A beam from the mask strikes the D-commando, turning him into a swarm of beetles. Worse, the new scarlet scarabs are voracious carnivores. Do the heroes have to destroy their colleague to save the world, or can they turn him back to his old self?
     
    ********
    Theo pulled a bladeless knife from his utility belt after he and Lily touched down. He tried to ignore beams of light trying to touch the drop jet as he pointed the hilt at the hull of the ship he stood on. A series of tones popped open a hatch a few feet away.
     
    "Sonic screwdriver always works," he said, placing the lockpick back in its special pocket.
  2. Like
    steriaca got a reaction from OddHat in The New Circle   
    Re: The New Circle
     
    Well, it is Monday. And since Soloman Grundy was born on Monday, the The Corpse can be started on a Monday. Oh, and he is a menber of The Black Tryangle.
     
    The Corpse
     
    Value Char Cost Roll Notes
    50 STR 40 19- Lift: 25 tons. 10d6 [5]
    13 DEX 9 12- OCV: 4 DCV: 4
    50 CON 80 19-
    20 BODY 20 13-
    8 INT -2 11- PER Roll: 11-
    30 EGO 40 15- ECV: 10
    40 PRE 30 17- PRE Attack: 8d6
    6 COM -4 10-
     
    10 PD 0 Total PD: 10 PD (10 rPD)
    10 ED 0 Total ED: 10 ED (10 rED)
    4 SPD 17 Phases: 3,6,9,12
    20 REC 0
    100 END 0
    70 STUN 0
     
    Total Chartistic Cost: 230
     
    Movement: Running: 6"/12"
    Swiming: 2"/4"
    Leaping: 10"/20"
    Tunnling: 3"/6"
     
    Cost Power END
    60 Deadly, Savage Strength: Multipower 60 points
    4u Crushing Strength: Killing Attack - Hand-to-Hand 2d6 (4d6 w/STR), Penetrating (X2, +1), Must Follow Grab (-1/2) 6
    4u Piercing Strength: Killing Attack - Hand-to-Hand 2d6 (4d6 w/STR),Armor Piercing (X2, +1), Extra Time (Full Phase, -1/2) 6
    4u Eye Removal: Major Transformation (person with an eye to person without an eye, "cureable" by cybernetic replacements/magical replacements/regeneration) 2d6, Attack VS Limited Defence (PD, +3/4), No Range (-1/2) 5
     
    35 The Strength Of Darkness: Multipower 53 points, Only With Multiple-power Attacks Outside This Multipower (-1/2)
    4u The Cripling Hold: Major Transformation (person who can walk to person who can not walk) 2d6, Attack VS Limited Defence (PD, +3/4), Only With Multiple-power Attacks Outside This Multipower (-1/2) 5
    4u The Rending Attack: Major Transformation (person with limb to person without limb) 2d6, Attack VS Limited Defence (PD, +3/4), Only With Multiple-power Attacks Outside This Multipower (-1/2) 5
    2u The Second Strike: Killing Attack - Hand-toHand 2d6 (4d6 w/STR), Only With Multiple-power Attacks Outside This Multipower (-1/2) 3
     
    60 Undead Nature: Damage Reduction 50% Physical, 50% Energy, Resistant
    15 Undead Nature: Damage Resistance 10 PD and 10 ED, Harden (X2, +1/2)
    15 Undead Nature: Cannot Be Stuned
    15 Undead Nature: Does Not Bleed
    10 Undead Nature: No Hit Location
     
    50 Undead Nature: Life Suport (Full)
     
    50 "I Cannot Be Killed": Healing 5d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END, +1/2), Persistent (+1/2), Extra Time (1 Turn, -1 1/2), Self Only (-1/2) 0
     
    46 Breaking Down The Walls: Tunneling 3", Fill In, 10 DEF 1
     
    Skills:
    20 +4 w/Hand-to-Hand Combat
    6 +2 w/Hit Location
    6 +2 w/Deadly, Savage Strength Multipower
     
    7 Criminology:14-
    7 Demolition: 14-
    7 KS: The Prison World: 16-
    5 KS: The Mystical World: 14-
    7 KS: The Ways To Kill People: 16-
    0 Language: English (native)
    2 Language: Spanish (Fluent w/accent)
    9 Lockpicking: 16-
    7 Security Systems: 14-
    2 WF: Blades
    1 WF: Small Arms
     
    Total Power Cost: 464
    Total Cost: 694
     
    200+ Disavantages
    15 Distinctive Features: Undead (Not Concelable, Cause Fear, Panic, and Disgust)
    10 Distinctive Features: Souless (Not Concelable, Always Noticed, Detectable By "Detect Magic" or/and "Detect Souls")
    20 Enraged in Combat, 11-, 11-
    20 Hunted by The New Circle (As Powerful, NCI, 11-, Capture/Deposess)
    15 Physical Limitation: Instently Dies When Contract Is Destroied (Infrequently, Fully)
    20 Psychological Limitation: Killer (Common, Total)
    20 Psychological Limitation: Hates All Of Mankind (Common, Total)
    20 Psychological Limitation: Vengful (Common, Total)
    15 Reputation: Mass Murdres Turned Into Zombie Undead Killing Macheen, 11-, Extreme
    15 Social Limitation: Public Idenity (David Allen Dairborn, Frequently, Major)
    20 Vulnerability: X2 STUN from Good Aligned Magic
    20 Vulnerability: X2 BODY from Good Aligned Magic
    269 Experence
     
    Background/History: David Allen Darborn was one of the worse mass murders Texes ever saw. When he was sixteen, he murdered his mother, father, brother, sister, girlfriend, dog, and the mailman all within one day. This started a killing spree which lasted till he was twentytwo years old. And between thoes seven years, about fifty known victoms, and a suspect to twenty more of them. Needless to say, one day, he made a big mistake and was captured by the Texes Rangers. And in a few more days, he will be having a date with a needle as he was sentenced to die by lethal injection.
     
    One day, a red haired man came to visit him. "I'm from Morningstar Publishing, and we would like to buy the rights to your story."
     
    "Buy the rights to my story? Your kidding, right?"
     
    "No I am not. I would like to buy the rights to your story."
     
    "Why would I?"
     
    "Think of it as acheving imortality."
     
    "Don't make me laff. There is no imortality."
     
    "Anyways, you have all the time in the world. Look over the contract I am going to leave with the nice prison guard, and get back to me on it."
     
    "Alright...it won't hurt to look it over sometime."
     
    David looked over the contract over cairfuly. He found out what the contract realy was for...the unholy aquisition of demonic power. And when he showed it to others, all thay saw was a book contract. Finaly, after thinking about it for great lengths, he finaly signed it an hour before he was to die, then hid the contract.
     
    Thay hooked him up to the macheen, and pumped him full of drugs. And he died. But that was not the end, as his soul did not leave his body, and he remained awair of eveything around him. Finaly, he regained the ability to move when he was on the table of the medical examiners. And he riped the ones examining him to pieces. After the orgy of death, he looked up and saw the red haired man.
     
    "I see you have awaken. I am Lucifer Morningstar, leader of The Black Tryangle. And Mr. Darborn, I want you to join us."
     
    Needless to say, he joined them "for now".
     
    Quote: "I am The Corpse, but your the one going six feat under."
     
    Personality/Modivation: David, when he was alive, realy was not human. His only emotions was apethic and semi-controlable rage. Now, as The Corpse, this rage has incresed tenfold. He kills for pleaser, and hates eveyone he knows. And each time he dies, his hatred and savage nature grows.
     
    Powers/Tactics: The Corpse has amazing strength and resistance to damage. He can even use his strength to rip limbs off, crush and paralise oponents, even rip out an eye.
     
    Even if he can be felled, he can regenerate at an amazing rate. And the fact that he is undead makes him hard to harm, and able to survive extrem enviroments.
     
    Tacticly, he likes to rip arms off people's bodys and beat them with it. He likes to sneek behind people, grab them from behind, and crush there spinal cord. There is no tactic to low for him.
     
    Aperance: David Allen Darborn was a nice looking man with light brown hair and grey eyes. He had lots of tatoo work done in prison (including a string of tears from both eyes). As The Corpse, he still wears the pants bottom from prison (a bright neon orange discolored by years of not washing it). His skin in now grey-ish white in color. And a pentical has been carved into his chest by The Laff (who enjoyed doing it). This is the only wound which dosen't heal on his body.
     
    Campain Use: As you know, the contract The Corpse signed is hidden, even from Lucifer. This was done delibretly. Exactly where he hid it is up to the GM, but it could be anywhere...even inside anybody's corpse.
     
    It should also be noted that he can not be stuned, but does have a STUN score. This is because once his STUN is zero or below, his body sucomes to temporary lock up.
     
    To make The Corpse stronger, increse his strength and add a few more savage uses for his strength. You might also give him a small VVP to repersent using people's body parts as weapions. He could also be able to make the dead rise from there graves. To weeken him, reduce his strength some, but do not remove his life suport and reserection healing ability.
     
    The Corpse freely hunts anyone who he think wrongs him. He likes to wait for his victom, killing people around them in grotest, violent ways. Then, once he is shure that he has his victom realing from the psychological shock of all his friends and love ones gone, he strikes with savage strength.
     
    Plot Seeds
     
    (The Last Of) Twelve Frighten Men: David wants to get revenge on the twelve jurors which sentenced him to death. So he kills them and destroys there famalies and friends, one by one. The last juror alive is curently in the campain city. Can the heros drive The Corpse off before his revenge is complete?
     
    Who's Got The Contract?: It seems that The Corpse hid his contract in prison. Another convict now has it, and can read exactly what it is. Now, the convict is blackmailing The Corpse into helping him excape. Will he excape? Will he excape alive?
     
    "You Can't Sentence My To Death Again": The Corpse just recently got captured. And now the justice system has a problem. Thay can try to convict him of his crimes (that would be easy), but can you sentence someone to death who is already dead? And, if so, how do you kill someone who is already dead?
  3. Like
    steriaca reacted to megaplayboy in The New Circle   
    Re: The New Circle
     
    Hmm...will have to dig up a writeup, but here's a pic of Amaterasu Yamamoto, aka Daimya, a mutant martial artist in power armor who wields the mystical "Muramasamune Blade":
  4. Like
    steriaca got a reaction from OddHat in The New Circle   
    Re: The New Circle
     
    The Black Tryangle continues with my tribute to The Chetta, an old villian of Wonder Woman. Welcome The Claw. By the way, I named her after my dearly departed cat, Frankie (he was 18 when we died, and I also used my mother's maiden name for Frankie's last name, just because).
     
    And don't forget...I am a terable speller.
     
    The Claw
     
    Value Char Cost Roll Notes
    15 STR 5 12- Lift: 200kg 3d6 [2]
    23 DEX 39 14- OCV: 8 DCV: 8
    15 CON 10 12-
    15 BODY 10 12-
    13 INT 3 12- PER Roll: 12-
    13 EGO 6 12- ECV: 4
    30 PRE 20 15- PRE Attack: 6d6
    20 COM 5 13-
     
    5 PD 2 Total PD: 15 PD (10 rPD)
    5 ED 2 Total ED: 15 ED (10 rED)
    7 SPD 37 Phases: 2,4,6,7,9,11,12
    10 REC 8
    50 END 10
    40 STUN 10
     
    Total Chartistic Cost: 167
     
    Movement: Running: 20"/40"
    Leaping: 30"/60"
    Swiming: 2"/4"
    Teleportation: 10"/20"
     
    Cost Powers END
    60 Mystical, Demonic Claws: Multipower 60 points
    12m Damage Claw: Killing Attack - Hand-to-Hand 4d6 (5d6 w/STR) 6
    9m Shreding Claw: Killing Attack - Hand-to-Had 2d6 (3d6 w/STR), Armore Piercing (+1/2) 5
    9m Ripping Claw: Killing Attack - Hand-to-Hand 2d6 (3d6 w/STR). Penatrating (+1/2) 5
    12m Great Tearing Claw: Killing Attack - Hand-to-Hand 2d6 (3d6 w/STR), Armor Piercing (+1/2), Penatrating (+1/2) 6
    12m Mystical Range Shreading: Killing Attack - Ranged 4d6 6
    11m Mussel Ripper: Drain STR 3d6, Attack VS Limited Defence (PD, +3/4) 5
    11m Dexterity Ripper: Drain DEX 3d6, Attack VS Limited Defence (PD, +3/4) 5
    11m Health Ripper: Drain CON 3d6, Attack VS Limited Defence (PD, +3/4) 5
    11m Beutie Ripper: Drain COM 3d6, Attack VS Limited Defence (PD, +3/4) 5
    11m Skin Ripper 1: Drain PD 3d6, Attack VS Limited Defence (PD, +3/4) 5
    11m Skin Ripper 2: Drain ED 3d6, Attack VS Limited Defence (PD, +3/4) 5
    6m Space Ripping: Teleportation 10", Position Shift, Safe Blind Teleportation (+1/4) 3
     
    30 Mystress Of Cats: Multipower 60 points, Limited Class Of Minds (Cats Only, -1)
    6m Cat Control: Mind Control 12d6 (Animal Class Of Minds), Limited Class Of Minds (Cats Only, -1) 6
    6m Cat Comunication: Telepathy 12d6 (Animal Class Of Minds), Limited Class Of Minds (Cats Only, -1) 6
    5 Control Of Cat People: Add Multiple Class Of Minds to Mind Control (Human), Limited Class Of Minds (Cat Metamorphs Only, -1) +1
    5 Comunication Of Cat People: Add Multiple Cass Of Minds to Telepathy (Human), Limited Class Of Minds (Cat Metamorphs Only, -1) +1
     
    10 Bladed Paw: Killing Attack - Hand-to-Hand 1d6 (2d6 w/STR), Only With Multi-Power Attacks (-1/2) 2
     
    20 Cat Twisting: Armor 10PD, 10ED, Restranable (-1/2)
     
    5 Cat's Eyes: Infrared Vision
    5 Cat's Eyes: Night Vision
    22 Cat's Ears: Discriminatory Hearing, Sence, Targeting
    5 Cat's Nose: Targeting Smell
     
    36 Cat Running: Running 20" 4
    27 Cat Leaping: Leaping 30" 6
     
    Skills
    12 +4 w/Mystical, Demonic Claws
    6 +2 OECV w/Mystress Of Cats
     
    15 Acrobatics: 21-
    6 Animal Handler (Cats): 18-
    15 Breakfall: 21-
    3 Bureaucratics: 16-
    15 Climbing: 21-
    9 Computer Programing: 16-
    9 Concelment: 16-
    9 Contortion: 18-
    16 Defensive manuver (full)
    8 KS: The Buisness World: 18-
    8 PS: Secratarie: 18-
    9 Security Systems: 16-
    7 Seduction: 18-
    9 Shadowing: 16-
    9 Stealth: 18-
    9 Tracking: 16-
    10 Two-Weapion Fighting (Hand-to-Hand)
     
    Total Power Cost: 5446
    Total Cost: 713
     
    200+ Disavantages
    10 Distinctive Features: Cat's Eyes (Concelable, Noticed And Recognised)
    10 Distinctive Features: Souless (Not Concelable, Always Noticed, Only Detectable With Detect Magic or Detect Souls)
    20 Hunted by The New Circle (As Powerful, 11-, NCI, Capture/Deposess)
    15 Physical Limitation: Colorblind (Att The Time, Slightly)
    20 Psychological Limitation: Cairs For Cats Better Than People (Common, Total)
    15 Psyclological Limitation: Extreme Hatred Of Insitutions/Individuals Who Help/Hurt Animals (epsecaly cats) (Common, Strong)
    20 Psychological Limitation: Killer (and Eater Of Humans) (Common, Strong)
    15 Social Limitation: Secret Idenity (Franceen "Franky" White, Frequently, Minor)
    15 Physical Limitation: Considered An Animal Class Of Mind As Well As A Human Class Of Mind (All The Time, Greatly)
    10 Unluck: 2d6
    20 Vulnerability: 2X STUN From Good Aligned Magic
    20 Vulnerability: 2X BODY From Good Aligned Magic
    323 Experence
     
    Background/History: Franceen "Frankie" White was an ordanarie woman just out of colage when she decided to answer a help wanted add for a personal secatarie to Lucifer Morningstar.
     
    "So, how do you feal about cats, Miss White?" Lucifer asked her during the interview.
     
    "Cats? I have a pair at home. Why do you ask?"
     
    "Cause I have one, and as one of your duties, your to take cair of Old Nick. It won't be easy...he can be a devil at times."
     
    "That's alright...I have some experence with disoplening disobedeant cats."
     
    "Can you start soon?"
     
    "As soon as you need me."
     
    "Fine...then just sign on the dotted line."
     
    Frankie did so, and then started to leave. "Excuse me, Miss White, but I beleve you forgoten something..." replied Lucifer. Frankie turned around, and a huge black cat leaped at her...and into her. She fainted, hearing theas words: "You shall be my grestest point in my Black Tryangle. The Master must be countered..."
     
    When Frankie awoke, she felt...difrent. She no longer saw in color. Her fingernails grew sharp. And as she looked into a mirror, she noticed that her eyes were cat-like. "Ah...your awake, Miss White. I have a special treat for you today...a human 'mouse'." Just then, a door opened, and a feble young man was shoved into the room. Then the door closed behind him...then the claws came out as the now changed Frankie White ate her first meal as a half-demon.
     
    Quote: "You look...taistie."
     
    Personality/Modivation: Simply put, Frankie is no longer human. She is almost like a wild cat herself. She is able to kill on a whim, and likes to eat what she kills. Her faveret targets are humain society workers, members of animal liberation orginzaions, scientist who experment on animals, and other people who depend on animals.
     
    She dislikes Lucifer greatly. Given a choice, she would leave The Black Tryangle and live out her days hunting, killing, and eating humans.
     
    Powers/Tactics: The fingernails of The Claw have grown hard and sharp. Ocasenly, green energy can be seen across them. Wih the claws, she can rip apart almost anything, even ripping the space between where she is, and where she wants to be.
     
    The Claw can also comunicate and control cats and cat-based mentmorphs. Also, many of her senses are mmuch more like a cats than like a humans. Being fused with a demon has given her the disavantages of being souless and the fact that good aligned magic hurts her more than normal.
     
    Apperance: Frankie White appears to be a light skined black woman with short cut hair. She hides her green eyes behind sunglases when she is not on the job as The Claw. She also likes to wear nice, but expencive fasions.
     
    As The Claw, she wears a pitch black leotard and a pitch black hood with cat ears on the top. She wears no gloves, perfering to let people see the claw's sharpness when thay are in use.
     
    Cappain Use
     
    To make The Claw more powerful, give her some more sharp claw powers. Prehaps she can summon up any type of cat. Prehaps she could also change normal cats into cat based monsters (like Catawhalls, Rakashas, Mastercores, Gryphons, ect...). To depower her, remove some of her more fantastical claw powers. Leave at least her main rip power, her highten sences, and her Mystress Of Cats powers.
     
    The Claw hunts freely and unafraid. She likes to play cat and mouse with her prey, attacking and disapering, repeating till she gets board and/or hungry, then leaping in for the final kill. She trys to avoid hunting cat based heros (unless thay are of a more gaget and/or martial arts type, which will draw her to hunt them for not being a real cat). She also hunts whoever Lucifer says.
     
    Plot Seeds
     
    The Day Of The Cats: The Black Tryangle found a special and mystical Cat's Eye gem. Using the power of the gem, it alowes The Claw to extend her cat control powers to the entier city. Can the heros stop all thoes cats? Can thay handel the chaos this incident causes, and the people who take advantage of the situation?
     
    Bright Lights, BIG Kittie: Somehow, The Claw has goten mental control over Kaya The Destroyer. Can the heros stop The Claw from using Kaya to destroy? And How would Kaya react when she finds out?
     
    Catfight: The Claw learns about another cat based supervilian, and she can't stand the compution. So, she decides to rip her apart. Can the heros save the targeted villian?
  5. Like
    steriaca reacted in The New Circle   
    Re: The New Circle
     

     
    The Bison
    Val Char Cost Roll Notes
    50 STR 40 19- Lift 25.6tons; 10d6 [5]
    18 DEX 24 13- OCV: 6/DCV: 6
    33 CON 46 16-
    12 BODY 4 11-
    10 INT 0 11- PER Roll 14-
    14 EGO 8 12- ECV: 5
    18 PRE 8 13- PRE Attack: 3 1/2d6
    8 COM -1 11-
     
    22 PD 12 Total: 22 PD (12 rPD)
    18 ED 11 Total: 18 ED (12 rED)
    5 SPD 22 Phases: 3, 5, 8, 10, 12
    17 REC 0
    66 END 0
    54 STUN 0 Total Characteristic Cost: 173
     
    Movement: Running: 12"/24"
    Leaping: 10"/20"
    Swimming: 1"/2"
     
    Cost Powers END
    7 Head Butt: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
    12 Tough Skin: Damage Resistance (12 PD/12 ED)
    20 Heavy and Skilled In Combat: Knockback Resistance -10"
    10 Magical Being: Power Defense (10 points)
    5 Strong Will: Mental Defense (8 points total)
    12 Long Legs: Running +6" (25" total) 1
    9 Heightened Senses: +3 PER with all Sense Groups
    11 Ultimate Charge: (Total: 36 Active Cost, 11 Real Cost) Running +13" (25" total) (26 Active Points); Increased Endurance Cost (x8 END; -3 1/2) (Real Cost: 6) plus Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 5) 26
    13 Regeneration: Healing BODY 2d6 (20 Active Points); Self Only (-1/2) 2
    11 Adapted To Hell: Life Support (Eating: Character only has to eat once per week; Extended Breathing; Longevity: 1600 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)
    Pit Fighter
    Maneuver OCV DCV Notes
    4 Punch/Kick/Headbutt +0 +2 12d6 Strike
    Notes: 14d6 with Headbutt.
    4 Charge +0 -2 12d6 +v/5 Strike, FMove
    Notes: 16d6 for standard running. Ultimate Charge does a full 21d6.
    4 Was That Supposed To Hurt? +2 +2 Block, Abort
     
    Perks
    6 Spiral Membership: Fringe Benefit: Federal/National Police Powers, Membership
    6 Reputation: Heroic Giant With Heart of Gold (A large group) 14-, +2/+2d6
     
    Skills
    6 +2 with Pit Fighting
    6 Charge: +3 with Charge
    2 AK: Blackwater 11-
    2 AK: Hell 11-
    2 Animal Handler (Bovines) 13-
    2 KS: Demonology 11-
    2 KS: Pit Fighting 11-
    3 Oratory 13-
    3 Paramedics 11-
    3 Persuasion 13-
    6 Survival (Arctic/Subarctic, Temperate/Subtropical, Desert) 11-
    3 Tactics 11-
    3 Teamwork 13-
     
    Total Powers & Skill Cost: 177
    Total Cost: 350
     
    200+ Disadvantages
    20 Distinctive Features: Nine foot tall humanoid bison (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    20 Psychological Limitation: Code of Honor (Common, Total)
    15 Psychological Limitation: Avoids harming innocents in any way or killing anyone (Common, Strong)
    5 Physical Limitation: Large (9 ft tall, 200kg) (Infrequently, Slightly Impairing)
    5 Rivalry: Professional (Ironclad; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    20 Hunted: Firewing 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    15 Social Limitation: Public Identity: Buddy Freeman (Frequently, Major)
    15 Hunted: The Devil's Advocates 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    10 Hunted: Morningstar 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    5 Distinctive Features: Magickal Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
    20 Hunted: United States Government 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
     
    Total Disadvantage Points: 150
     
    Background/History: The plains stretched out magestically, but it had lived all its life on them. Their beauty didn't register, only that they were empty, and there was fresh, succulent grass to eat. It lowered its head and began to chew. A light like the sun burned, but from the wrong direction for this time of day. The bison tensed, turning towards the newcomers. They didn't look like two-legs, and when they spoke, it understood what they were saying.
     
    "That one. The big one. He looks good."
     
    "You sure this is gonna work? I mean..."
     
    "Yeah yeah yeah. We cut up a human, fit them together, and we've got a pretty cool little bit of meat for the arena."
     
    The bison didn't know what the arena was, but as they spoke, the mental imagery burst through its mind. It was a horror that it would kill to escape. It charged one of the two-legs, hitting it dead on in the chest. The impact threw the intruder a dozen yards, but fire wrapped around the Bison's throat, roping it down. It struggled, but the other two-leg was too strong.
     
    "Scratch? Scratch! You okay?"
     
    The one called Scratch didn't move. Ribs poked through its chest. It was the first time that the Bison had slain.
     
    It wouldn't be the last.
     
    #
     
    For centuries, the Bison, after being mutated by magical surgeries and sorcery, fought for his life. He despaired horribly at the thought of killing in the ring, even though most of the gladiators condemned to fight were damned souls strapped to horrendous bodies. He longed for a chance to escape, but found no real way out. Finally, he was given the opportunity when he, along with several other undefeated gladiators, were sent to Earth as a scouting party to gather fresh new meat for the ring. The Bison was sent to collect Ironclad, and after a furious conflict, the Bison managed to knock out the alien Champion. When his handler showed up to collect the two fighters, the Bison ambushed the demon. The blow made his charge that slew Scratch, centuries before, seem like a kiss on the cheek. Windows across Millenium City shattered.
     
    The Bison fled, pursued by Ironclad's allies. When the other demonic gladiators were called in to contain the escapee and drag him back to Hell, it became a three way brawl that required additional assistance. The Champions put out a call for help, and the Blackwater SPIRAL team arrived on the scene. Boneface managed to figure out that the Bison didn't want to go back to hell, and deliberately was pulling his punches against the Earth heroes who confronted him. The brilliant acrobat managed to convince the rest of the SPIRAL team and the Champions that the horned newcomer was actually a sympathetic force. No longer concentrating on the Bison, and working with the hulking beast, the united heroes fought successfully against the demonic invaders until Witchcraft was able to construct a gate which hurled the intruders back to their own world.
     
    The Bison was glad for the reprieve and for the first time in hundreds of years, breathed the air of Earth once more. SPIRAL offered to take care of the creature, granting him citizenship and a name, Buddy Freeman, as well as membership in the Blackwater team, where he has served with distinction as one of the world's greatest superheroes. In return, the team has devoted a lot of energy familiarizing the great creature with human society, although conversations with the damned who arrived in Hell have kept Buddy rather well up-to-date on Earthly affairs, so he is not a fish out of water.
     
    Unfortunately, efforts to reconcile with Ironclad have fallen flat, and the two remain rivals, engaging in arm-wrestling contests and poking fun at each other in interviews. Fortunately, they're mature enough not to break out into brawls, though Buddy did "accidentally" dump 50,000 gallons of mud on Ironclad when the pair had just battled Firewing. Fortunately, the conflict with the alien villain had died down and ended.
     
    As well, the Bison has become a prize for the Devil's Advocates, who seek the favor of the demon who rebuilt Buddy into the being he is today. After a particularly brutal fight where the Advocates enlisted Morningstar's aid to fight him, the Bison earned a hated enemy as the demonic mercenary did not appreciate the pummeling he took at the Bison's hooves and horns.
     
    Personality/Motivation: Buddy has been sickened by his career of killing in Hell's Colloseum. He is at heart a gentle herd animal, seeking companionship and stability. However, he is fully aware of his responsibilities. As such, he sees himself as part of a far larger herd than ever before - the human race. While he is sensitive about the near extinction of his species, he is heartened by the kindness of naturalists and ecology minded humans everywhere. As well, he is enamored of his team-mates and the other superhumans he meets. He is one of them, even though they are of species as strange and varied as the numbers of his old herd four hundred years ago. Their acceptance of him has given him hope, and his bull-instincts have changed. He protected his old herd from predators, and now, he protects humanity from predators too - except these predators are called criminals, and they prey upon their own kind.
     
    He will do his best not to kill, but he fully realizes that in some instances, it is an unfortunate necessity, although he always checks with his teammates to see if there is one last option out. Fortunately, SPIRAL has proven resourceful enough to not have to add blood to his hands on more than a handful of occasions, and even then, some of those villains have returned from the grave, as villains are wont to do. It still does not make Buddy's decisions easier, but he does his best.
     
    Buddy is a gentle being at heart - he's a vegetarian, though he doesn't mind junk food unless it's blatantly a meat product. He felt sick for weeks after accidentally eating a package of Dragonstar's BBQ pork rinds, though it was more from guilt than anything else. When he felt better, Buddy repaid Dragonstar back, offering the young hero what he claimed was sliced watermelon, but was actually holographically disguised tomatoes (Dragonstar HATES raw tomatoes). Buddy has a bit of a mischievous streak, possibly gained from hanging around too many damned souls, and his talent for practical jokes is evident. People he owes (and who can take it) often end up on the receiving end of giant mud-pies (Ironclad), super sneezes (SPIRAL's paperwork would have been ruined for a year if Jette hadn't reorganized it), and garden-variety pranks for those people who can't take his full might.
     
    As one of SPIRAL's premiere heroes, he has been around the world several times and made the acquaintences of others. One man that he particularly admires is the legendary Tan Rejar, the Canadian hero known as Myrmidion. Both have suffered similarly through their lives, and they are close friends. He's sore at Ironclad for being obstinate over their first encounter, but that only means that Ironclad ends up on the receiving end of his pranks when SPIRAL and the Champions work together.
     
    Quote: "I've been to Hell, human. You wouldn't last five minutes there, so I highly suggest you repent and surrender and save us both a lot of time and pain. My time, and your pain."
     
    Powers/Tactics: The Bison is a cautious fighter. After spending too long in the slaughter pits of Hell, fighting for the amusement of demons, he is loathe to resort to lethal force against an innocent or a misunderstood opponent. However, after sufficient observation of tactics and motives, Buddy wades right in. He's made a point of making sure his horns are blunt, so he doesn't accidentally kill someone by goring them, but he's fully aware that he can easily plow through reinforced concrete with his charge. Any mortal who gets caught in his path could easily end up dead. Even so - he is willing to headbutt an opponent, his horns giving him the equivalent of brass knuckles.
     
    The Bison is skilled at standard, hominid-style combat, and reserves his Ultimate Charge for truly tough opponents like Grond or Doctor Destroyer. Generally, he holds off on his Ultimate Charge because it saps so much endurance, and by the time he resorts to this tactic, he's burning STUN for Endurance anyway.
     
    The Bison is relatively soft as bricks go, but he's skilled at ignoring hand-to-hand combat blows, as duplicated by his block maneuver. Fortunately, his speed and skill make up for any deficiencies he has in raw toughness. If that's not enough, he recovers swiftly from all but crippling injuries, and his REC of 17 pops him back into fights even when he looks like he's down for the count.
     
    Campaign Use: The Bison is your average mystical brick with animal powers. More or less. The first thing to remember is that he is not a human. While his mind was expanded and altered by sorceries, it has only been centuries of adaptation, and being forced to battle for his life on a daily basis that has made him the creature that he is today. He is not proud of his career as a gladiator, about the only saving grace in regards to his relationship with Ironclad.
     
    His demonic origins provide plenty of plot hooks, especially since there are villainous mages who would love to tap the sorceries that created him. The Demonologist of the Devil's Advocates wants to reverse engineer the Bison so that he can create his own menagerie of superhuman warriors. Fortunately, the Bison has proven too resilient, and has too many allies who can assist him against most of their plots. As one of SPIRAL's premiere heroes, he has been around the world several times and made the acquaintences of others, so his friends are far and wide. He is also well respected among the populace because of his heroics, his gentle nature, and his selfless protection of bystanders when it comes to battle.
     
    Plot Seed: The Great Contest. An otherworldly fight promoter (alien or mystical) has kidnapped several of Earth's mightiest combatants, including the Bison, Ironclad, Myrmidion and the most gladitorial of the PC's (use your friendly neighborhood Wolverine clone if strapped for contenders), intending to use them in bloodsports. Earth's heroes are reluctant to kill, but the promoter is threatening Earth if they don't take the "games" seriously. Your PC now has to battle the Bison. Can the other PC's, as well as the others' allies, rescue them in time? Or will your PC figure a way out. As well, this would be an excellent chance to start a new team, constructing combatants from Earth and other planets/dimensions. The PC's could all be former, unallied gladiators (willing or unwilling) who unite to rebel against the great contest. Ironclad, Myrmidion and the Bison would make excellent mentors for this budding super-team as they struggle to escape the bloodsports.
     
    Plot Seed: The Bison hasn't been heard from in a month and is due back from his vacation. Just as the worries mount, the PC's home city comes under attack by humanoid animals of tremendous speed, strength and/or power. Has the Demonologist captured Buddy, and is it too late to save the stalwart SPIRAL brick? And what about the new army of minions commanded by the Devil's Advocates?
     
    Plot Seed: Timelost. The PC's are flung into the far future - a thousand years hence. Completely lost, the PC's struggle to find a way home when they come across an old familiar face - Buddy Freeman. Nearing the end of his long lifespan, the Bison is a little slower and weaker, but he makes up for it with a millenium of combat experience and savvy. The PC's have to work together with the ancient super-being to get back home, which may just bring them all into conflict with the Comte St. Germaine, another sorcerous immortal who has the means of sending the PC's home. But at what cost?
     
    Appearance: Buddy/the Bison is a nine foot tall humanoid with digigrid hooved feet, a bison-like head, complete with horns, and covered in fur. He has human-like hands.
     
    The Bison prefers to wear clothes as human looking as possible, although with his physiology and mass, he generally makes do with loose, sleeveless shirts, usually open at the sides, and knee-length shorts. As he is immune to intense heat and cold, this offers no problem for the gentle giant. His combat uniform, however, consists of form-fitting, but breathable pants constructed of tough materials. He's been in enough battles to realize that anything he wears on his torso is going to be shredded by his opponents.
  6. Like
    steriaca reacted to Lightray in The New Circle   
    I couldn't force myself to shave off that extra 25 pts to bring him down to 350 pts as a starting character...
     
    Sapphire Scarab II
     
    Alternate IDs: Thaddeus Seira
     
    Val Char Cost
    20 STR 10
    20 DEX 30
    18 CON 16
    15 BODY 10
    23 INT 16
    18 EGO 16
    15/30 PRE 5
    13 COM 2
     
    9/16 PD 2
    7/14 ED 0
    4 SPD 10
    8 REC 0
    36 END 0
    34 STUN 0
     
    8" RUN 4
    3" SWIM 1
    5" LEAP 1
    Characteristics Cost: 123
     
    Cost Power
    7 Quick with the Quips: +15 PRE (15 Active Points); Only For Presence Attacks And PRE Rolls (-1/2), Requires An INT Roll (-1/2), Incantations (-1/4) [Notes: knack for infuriating taunts]
    10 Quick Thinking: +3 with all non-combat Skills (24 Active Points); Only To Counteract Time Modifier (-1), Costs Endurance (Costs END Every Phase; -1/2) [Notes: move up one level on Time Chart for required times on Skill Rolls]
    8 Strong-Willed: +4 with EGO Roll
    11 Arcane Monkeywrenching: Find Weakness 11- (Related Group of Attacks) (20 Active Points); Only Affects Mystic Constructs And Materials (-3/4)
     
    27 Alchemy Gun: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1), Limited Range (15"; -1/4)
    2u 1) Universal Sopophoric: Energy Blast 6d6, No Normal Defense (vs. Self-Contained Breathing; +1) (60 Active Points); 12 Charges (-1/4)
    2u 2) Universal Adhesive: Entangle 3d6, 3 DEF, Takes No Damage From Attacks (All Attacks; +1/2), Area Of Effect (1" radius; +1/2) (60 Active Points); Set Effect (Hands Only/Feet Only) (-1), Cannot Form Barriers (-1/4), 12 Charges (-1/4) [Notes: negates Universal Lubricant]
    2u 3) Universal Lubricant: Change Environment 1" radius, -1 : DCV, -1 : OCV, -4 DEX Roll and all Skill Rolls based on DEX, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4), Sticky (Standard; +1/2) (56 Active Points) [Notes: negates Universal Adhesive]
    2u 4) Universal Solvent: Killing Attack - Ranged 1d6 +1 (vs. PD), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (60 Active Points); 8 Charges (-1/2)
     
    17 Chitin Armor: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); OIF (-1/2)
    6 Bug-Eyed Goggles: (Total: 10 Active Cost, 6 Real Cost) Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3)
    4 Scarab Wings: Gliding 8" (8 Active Points); Restrainable (-1/2), OIF (-1/2)
    12 Scarab Bugs: Clairsentience (Sight Group), 3 Continuing Charges lasting 20 Minutes each (+0) (30 Active Points); IAF (-1/2), Requires A Systems Operations Skill Roll (-1/2), Must Pass Through Intervening Space (-1/4), Sense Also Affected As Radio Group (-1/4)
    8 Radio Antennae: High Range Radio Perception (12 Active Points); OIF (-1/2)
     
    14 Tools and Toys: Variable Power Pool (Gadget Pool), 10 base + 4 control cost (15 Active Points); Limited Class Of Powers Available (Gadgets; -1/4)
    0 1) Arctic Costume: (Total: 10 Active Cost, 4 Real Cost) Life Support , Safe in Intense Cold (2 Active Points); OIF (-1/2) (Real Cost: 1) plus Armor (0 PD/5 ED) (8 Active Points); Only Works Against Limited Type Of Attack (Cold; -1), OIF (-1/2) (Real Cost: 3) Real Cost: 4
    0 2) Brass Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) Real Cost: 5
    0 3) Compass Chronometer: (Total: 6 Active Cost, 4 Real Cost) Absolute Time Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Bump Of Direction (3 Active Points); OIF (-1/2) (Real Cost: 2) Real Cost: 4
    0 4) Flash Pellets: Flash 2d6 (Sight Group) (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) Real Cost: 3
    0 5) Glow-wand: Sight Group Images, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points); Only To Create Light (-1), OAF (-1) Real Cost: 3
    0 6) Grapple Gun: Swinging 10" (10 Active Points); OAF (-1), Extra Time Delayed Phase (-1/4) Real Cost: 4
    0 7) Radio Tracker: Tracking (Radio Group) (10 Active Points); OAF (-1), Sense Also Affected As Sight Group (-1/4) Real Cost: 4
    0 8) Rebreather: Life Support , Expanded Breathing (Underwater (5 Active Points); OIF (-1/2) Real Cost: 3
    0 9) Smoke Pellets: Darkness to Sight Group 1" radius (10 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Range Based On Strength (-1/4) Real Cost: 3
    0 10) Thaumometer: Detect Magic 14-, Discriminatory (10 Active Points); OAF (-1), Extra Time Full Phase (-1/2), Sense Also Affected As Hearing Group (-1/4) Real Cost: 4
    Powers Cost: 132
     
     
    Cost Skill
    10 +1 Overall
    3 Acrobatics 13-
    3 Climbing 13-
    3 Combat Driving 13-
    3 Combat Piloting 13-
    3 Deduction 14-
    3 Demolitions 14-
    3 Electronics 14-
    3 Mechanics 14-
    3 Inventor 14-
    3 Systems Operation 14-
    0 Language: English (idiomatic; Native)
    0 TF: Beast-Shaped Mecha, Ornithopters
    3 Scholar
    2 1) KS: Magic (INT-based) (3 Active Points) 14-
    2 2) KS: Lemurian Magiconstructs (INT-based) 14-
    2 3) KS: Atlantean Technology (INT-based) 14-
    2 4) KS: Mystic Materials (INT-based) 14-
    3 Scientist
    2 1) SS: Alchemy (INT-based) 14-
    2 2) SS: Chemistry (INT-based) 14-
    2 3) SS: Metallurgy (INT-based) 14-
    2 4) SS: Engineering (INT-based) 14-
    1 5) SS: Biochemistry 11-
    1 6) SS: Pharmacology 11-
    Skills Cost: 64
     
    Cost Perk
    5 Corporation: Seira Industries
    1 Fringe Benefit: Licensed Engineer
    1 Fringe Benefit: Licensed Pilot
    40 Vehicle: Scarabaeus (200 Base, 45 Disad)
    Perks Cost: 47
     
    Cost Talent
    6 Combat Luck (3 PD/3 ED)
    3 Lightning Calculator
    Talents Cost: 9
     
    Total Character Cost: 375
     
    Pts. Disadvantage
    10 Dependent NPC: Seira Industries 11- (Normal; Useful noncombat position or skills)
    20 Hunted: Zorran the Artificer 11- (Mo Pow; Harshly Punish)
    20 Hunted: Stingray 11- (Mo Pow; Harshly Punish)
    15 Social Limitation: Secret Identity (Frequently; Major)
    10 Social Limitation: Gets Too Technical (Frequently; Minor)
    20 Psychological Limitation: Code Vs. Killing (Common; Total)
    10 Psychological Limitation: Often Distracted By New Mystic Constructs and Materials (Common; Moderate)
    10 Psychological Limitation: Secretly Worries He's Not Up To The Task (Common; Moderate)
    5 Psychological Limitation: Cannot Resist Taunting Opponents (Uncommon; Moderate)
    5 Psychological Limitation: Practical Jokester (Uncommon; Moderate)
    5 Unluck: 1d6
    20 Normal Characteristic Maxima
     
    Disadvantage Points: 150
    Base Points: 200
    Experience Required: 25
    Total Experience Available: 25
    Experience Unspent: 0
     
    Background/History: Thaddeus was a polymath, but the one thing above all others that he wanted to learn was magic -- his idols were the mystics and magicians among the Mystery Men during the World Wars. As a young man, he traveled to learn from famous mystics around the world. But he was devastated by what they all told him: he had no magic in his soul. His chakras would not align. When he called the names of Planetary Spirits, nothing answered. Not even the lowliest imp was interested in his miserable soul.
     
    Brokenhearted, he returned to the mundane world, to work for his father's engineering company. As a hobby, he still dabbled in the few magics defined by strict laws and formulae -- the alchemical arts, and the crafting of constructs powered by mystic means. Other engineers tinkered in their garages on old cars; Thaddeus was building an ornithopter that would never fly.
     
    However, as he watched other people be superheroes and make a difference in the world, Thaddeus noticed that no one knew how to deal with the aftermath of mystic battles. Agencies and companies existed to come in and clean up the residue of questionite from Dr. Destroyer's latest doomsday device. But no one knew how to deal with adamantium or orichalcum. After the New Circle defeated Zorran the Artificier, only to have his construct's power-source spawn a dimensional rift, Thaddeus knew how he could make a contribution. And, also, get rich.
     
    Seira Industries went into the super-specialized business of mystic clean-up. Actually, they're the only company in that business. When The Crowns of Krim roll through town, they root out all the curses and banes left littering the landscape once the superheroes leave. Ironically, his new business meant that he was at the scene in France when Stingray staged her own defeat to lure the Scarabée-Saphir out of retirement. The old Mystery Woman took her powers from a beetle-shaped sapphire -- an ancient Atlantean power-source.
     
    Thaddeus helped defeat Stingray, but it was at the cost of the Scarabée's life. Her dying wish bequeathed her legacy to Thaddeus -- but she died before he could tell her that he could not use her sapphire; he had no magic in him. On reflection, though, he realized that it would be the perfect power-source for his ornithopter. And using his knowledge of the mystic sciences, he could at least come up with a costume that actually looked like a Sapphire Scarab...
     
    Personality/Motivation: The Sapphire Scarab is a complex person. He wants to make a difference in the world, following the legacy of his idols, the earlier Mystery Men. He also wants fame and fortune. He likes learning new things, and he likes excitement -- if he's bored, he's sure to be playing practical jokes -- but he doesn't like things too exciting. He's not really sure he's ready to be a superhero; unlike everyone else, he's just a normal guy...
     
    Scarab tends to be more of a team-player, a follower instead of a leader. He's likely to get distracted by all the interesting toys the enemy -- or other allies -- might have. He also prefers back-up and support, but in the pinch he can be surprisingly heroic.
     
    Quote: "Am I the only one here who thinks this is a bad idea?"
     
    Powers/Tactics: Scarab is not a combat monster. He is best used as part of a team, or working with a partner. His best tactic is to set up an enemy to be hit by one or more of his teammates -- either by using his Universal Adhesive or his Universal Lubricant. If he's on his own, he uses his Universal Sopophoric. He'll usually only attack mystic constructs on his own, in which case he'll Find Weakness and then give them a squirt of the Universal Solvent. Given a little time to prepare, Scarab will equip his Gadget Pool as appropriate.
     
    To make Scarab a 350 pt. starting character, remove his Gadget Pool and Scarab Bugs. To make Scarab more effective, add Combat Skill Levels and Martial Arts, and increase his Gadget Pool. Once he begins working with other superheroes, he should learn Teamwork.
     
    Campaign Use: Sapphire Scarab is a good team-member for a group whose other members are very focused in their powers and skills. As a character, he excels out of combat, but is better in a supporting roll in combat. He is also a good contact for superheroes who battle mystic enemies -- after all, someone needs to clean up the battle's aftermath. He can be called in as an expert on mystic materials such as adamantium or orichalcum, or to consult on Atlantean or Lemurain magic-technology.
     
    Plot Seed: One of the player characters' unbreakable mystic foci has been broken. No one knows how to repair an object made out of vrilium -- but Scarab might know. Or he might know who would know how to repair it -- and maybe that person is a notorious villain, like the Black Paladin...
     
    Plot Seed: The New Circle is off battling the Crowns of Krim when someone in the campaign city summons up something awful: a carniverous, demonically possessed, Jello salad the size of a motor home (with peeled grape eyes, and pineapple spear fangs). The player characters need some mystic help, but the only help available is the New Circle's second-string: Sapphire Scarab, Golden Knight, and Black Swan. Can the player characters put up with the quipping, posturing, and show tunes long enough to get the job done? Or would it be best to just let the Jello-monster eat them?
     
    Plot Seed: The New Circle has blown up Shirak the Burninator on a small, obscure Pacific island. Scarab has been called in to deal with the clean-up; the fallout has caused it to rain frogs for 7 days straight now, an environmental disaster of major proportion (frogs are not native to the isle). The Golden Knight has been volunteered to organize the evacuation of the natives, and to deal with any frog-related disasters that might occur. The two superheroes realize that real estate on the island is going cheap -- and the Golden Knight happens to remember where one of the gold hordes of Chang Kar Wai was found in 2022... Suddenly, the situation is urgent: the future is being changed for the worse, Chang Kar Wai is enraged, and prospective investors in "Golden Beetle Island" find that the head of Shirak is not as dead as it may have seemed...
     
    Appearance: Wears blue body-armor with beetle-motif, forged out of alloys of orichalcum and adamantium. His goggles polarize and enhance light, and can receive imaging from his little spy-beetle constructs. His carapace wings can allow him to glide, a little. He has also come up with a gun that fires alchemical concoctions. Along with his scarab-ornithopter and a few other tricks, he's ready for almost anything.
     
    His Scarabaeus vehicle is a beetle-shaped ornithopter, made of a sky-blue alloy of various mystical metals. It is powered by the sapphire beetle-gem he got from Scarabée-Saphir; if that gem is removed, the ornithopter stops working altogether.
  7. Like
    steriaca got a reaction from Lightray 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).
  8. Like
    steriaca got a reaction from OddHat in The New Circle   
    Re: The New Circle
     
    Anyways, hear is my Lex Luthor analog. He is the leader of Black Tryangle, a group I was origanaly baceing on DC's The Injustic Gain, but then I decided use The Leagion Of Doom. Oh, and forgive my mispelings.
     
    Lucifer Morningstar
     
    Value Char Cost Roll Notes
    10 STR 0 11- Lift: 100kg 2d6 [1]
    13 DEX 9 12- OCV: 4 DCV:4
    10 CON 0 11-
    10 BODY 0 11-
    18 INT 8 13- PRE Roll: 13-
    18 EGO 16 13- ECV: 6
    40 PRE 30 17- PRE Attack: 8d6
    18 COM 4 13-
     
    2 PD 0 Total PD: 2PD (0rPD)
    2 ED 0 Total ED: 2ED (0rED)
    6 SPD 37 Phases: 2,4,6,8,10,12
    10 REC 12
    50 END 15
    50 STUN 30
     
    Total Chartistic Cost: 161
     
    Movement: Running: 6"/12"
    Leaping: 2"/4"
    Swiming: 2"/4"
    Flight: 10"/20"
     
    Cost Powers END Cost
    188 Demon Summinging And Dismisal: Variable Power Pool 150 pool cost, 75 control cost, Very Limited Class Of Powers (Summon "Demons" and Dispell Summing only, -1) Var
     
    70 The Contract: Major Transformation 4d6 (Person With A Soul To Person Without A Soul But With Demon Based Superpowers, Reversed By Destroying The Contract), No Normal Defence (defence is an unwilling target, or a target without a soul, +1), Invisable Power Effect (all, +1), Reduced Endurance (0 END, +1/2), Extra Time (1 Hour, -3) 0
     
    72 Regergtating Imps: Multipower 90 points, Physical Manufication (-1/4)
    2u Imp Spy: Clarisentience, Seight and Hearing Sence Group, Physical Manufication (-1/4) 3
    14m Imp Punch: Energy Blast 12d6 (physical), Indirect (anylocation, away, +1/2), Physical Manufication (-1/4) 9
    14m Imp Swarm: Energy Blast 9d6 (physical), Autofire (5 shots, +1/2), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
    13m Imp Grab: Entangle 4d6 BODY, 4 DEF, Indirect (any location, away, +1/2), Sticky (+1/2), Physical Manufication (-1/4) 8
    14m Imp Eye Poke: Flash VS Seight Sence Group 7d6, No Normal Defence (hard eye covering. +1), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 8
    14m Imp Ear Bop: Flash VS Hearing Sence Group 7d6, No Normal Defence (hard ear covering, or no external ears, +1), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 8
    14m Imp Claws: Killing Attack - Ranged 4d6, Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
    14m Mass Imp Claws: Killing Attack - Ranged 3d6, Autofire (5 shots, +1/2), Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
    8m Imp Armor: Force Field 25PD, 25 ED, Physical Manufication (-1/4) 5
    2u Imp Wings: Flight 10", Physical Manufication {-1/4) 2
    10m Imp Movements: Telekinesis 40 STR, Indirect (any location, away, +1/2), Physical Manufication (-1/4) 9
     
    26 Eyes Of A Demon: Detect Demon, Discriminatory, Analyze, Sence, Targeting
    26 Eyes Of A Demon: Detect Magic, Discriminatory, Analyze, Sence, Targeting
     
    34 Under A Demonic Contract: Life Support, Safe Enviroments (all), Longevity (does not age), Imunity (all diseases and poisons)
     
    Perks:
    10 Monie: Rich
    20 Morningstar Incorprated Main Headquarters/Black Tryangle Secret Base: Base 100 points
    10 Fringe Benifits: CEO of Morningstar Incorprated
    As many (normal and unasuming) folowers and vehicals as needed
     
    Skills:
    9 +3 w/Regergtating Imps Multipower
    15 +3 w/DCV
    5 +1 w/OECV
     
    9 Acting: 21-
    9 Bribery: 21-
    9 Bureaucratics: 21-
    9 Conversation: 21-
    7 Criminology: 16-
    9 High Society: 21-
    3 Travler
    6 AK: Milimumim City: 18-
    6 AK: New York: 18-
    6 AK: Tokyo: 18-
    6 AK: Los Angeous: 18-
    6 AK: Mexico City: 18-
    6 AK: Vibara Bay: 18-
    7 KS: The Buisness World: 18-
    7 KS: The Mystical orld: 18-
    7 KS: Finances: 18-
    7 KS: Demomancy: 18-
    7 KS: Alchemisty: 18-
    13 Power: Demon magic: 18-
    9 Seduction: 21-
     
    Total Power Cost: 758
    Total Cost: 819
     
    200+ Disavantages
    10 Distinctive Features: Souless (Not Concelable, Always Noticed, Only Detectable By Detect Souls)
    10 Distinctive Featrures: Blood Red Hair (Concelable, Noted And Recognised)
    20 Hunted By The New Circle (As Powerful, NCI, 11-, Captured)
    15 Hunted By his demonic masters (More Powerful, NCI, 11-, Watching)
    15 Physical Limitation: Automatly Ages To Death When His Own Personal Contract Is Destroyed (Infrequently, Fully)
    20 Psychological Limitation: Enjoys The Coruption Of Others (Common, Total)
    20 Psychological Limitation: Hatred Of Religion (Common, Total)
    20 Psychological Limitation: Amoral (Common, Total)
    20 Psychological Limitation: Killer (Common, Total)
    10 Social Limitation: Famous Buisnessman (Frequently, Minor)
    10 Rivalry with Dark Serpha (Profesinal, Superior Position, Awair)
    35 Susceptibility: 3d6 STUN When Hit With Blessed Water/Holy Water/Holy Wine (Segment, Common)
    20 Vunerability: X2 STUN From Good Aligned Magic
    20 Vunerability: X2 BODY From Good Aligned Magic
    475 Experence
     
    Background/History: "You proably wonder exactly who or what I am, my friend," asked the well dresed buisness man with bright red hair to the shambly looking man in the bright green costume with red HA words all over it.
     
    "Not realy," he replied, fiddeling with an odd, rune engraved knife.
     
    "Anyways, I feal the need to tell you. So please pay atention. It all begain when I was a simple riverboat actor...you know, like in the book Showboat, except that was my life. I can still remember the war of northern agression. One day, the riverboat stoped by a small town named Vibara Bay. Deciding that I was waisting my talents abord the boat, I left my acting careiar behind as I left the boat.
     
    "Durring my first week there, I senced I was being watched, but I could never exactly see who was watching me. Eventuly, I was aproched by a kind gentlman with bright red hair, who called himself Nickolas Scratch. Needless to say, he was a odd guy. He wanted to grant me a wish, if only I would sign a contract with him. I was not intrested in contracts and such, but he did make me cureous. So I said to him, 'Look...let me follow you around for a bit, and then I will make my disicion.' He agreed, so for weeks I would follow him on his rounds.
     
    "And boy what rounds thay were. He freedly showen me the delights of coruption and slaughter. We coned people out of there souls with contracts, sacroficed woman and children and washed our faces with there blood, all that stuff. Then, some goodie goodie white mage confrunted old Nick. There was a fearsome combat, and when all the pryotectics faded, the goodie goodie was reduced to ash. But Mr. Scratch managed to also get a nasty scratch himself. Needless to say, old Nick wasen't long for this world. So, he pulled out a contract, and I sighned it. Old Nick then turned to dust, and my hair became bright red. And that is all there is to it. I wondered about for a bit, corupting souls here and there, learning what I can do. Eventuly I took the name Lucifer Morningstar, and started this company. Do you understand?"
     
    The shambly looking man looked up from the carved up body of a once beutiful female, and replied "Not realy."
     
    "Why do I even bother."
     
    Quote: "Yes, just sign on the dotted line, and eveything you ever wanted will be yours..."
     
    Presonality/Modivation: Lucifer Morningstar, as he is now known as, is bairly a man, and knows it. He enjoys causing much suffering, death, and, most of all, coruption. He nolonger has any positive fealings for anyone (othoe he can easly fake it). Most of all, he hates eveything asociated with good religions, no mater what thay are.
     
    He is no coward, but he prefers to be behind the sceens as much as posable. He finds it more profable for him to make contracts without caped superheros and medeling mystics breathing down his neck if he operates from the shadows.
     
    Powers/Tactics: Lucifer can, via the powers of the contract he signed so many years ago, and the soul he gave up in order of the contract, the ability to make contracts with people which can strip them of there souls, and for exchange, give them superpowers by binding demons to the contracted person. This is his most common power, but it has one big limitation...the victom must sign away his soul willingly for it to work (note that the victom need not know that there soul is the price for the contract, or what he says about the contract is true or not, just that the victom must sign on his own free will).
     
    The contract also gives him a longer life span, the ability to survive in dangerous places, and the ability to summon and dispell any demon who hasen't been bounded. Finaly, if push comes to shove, he can spit out as many imps from inside him as he wants. He can use theas imps to spy on people, strike and rip into people, lift things, and even lift himself with them. The only problem is that thay can be hit in combat, and easly die (thay have the Physical Manufication limitation, which means that most of the imps have a PD and ED of 18 and a BODY of 18, and can be targeted and brought down before thay hit).
     
    Lucifer's bigest weakness is that "white", "good" and "holy" magic causes him more damage than normal (and should also do double body damage agenst his imps also). Also, blesed water and wine cause him damage on contact. Because of theas things, and his sneeky nature, he usaly does not directly confrount his oponents, but instead have the rest of The Black Tryangle do so.
     
    Apperance: Lucifer Mornighstar appears to be a nice looking man with bright red hair (which some would say is the color of freshly spilled blood) and dark brown eyes (which some say has no warmth to them). He is about 6'3" in height, and weighs about 200 pounds. He likes to wear nice looking buisness suits, and carries a cordiating brefecase with him. On his right palm is three slash marks hidden within the other lines of the palm. Theas slash marks are the achent hebrew symbol for the number six, but since thay blend in with the rest of the lines, he dosen't get a dinstinctive feature on them.
     
    Campain Use: Lucifer Morningstar is not ment to be a frount lime combatant, and he knows it. Instead, he is ment to be a sourse of slimy and disgusting evil that the heros must negate with there actions. Lucifer would hate to have his cover blowen. That would force him to take another idenity and relocate somewhere else, waisting all thoes years of hard work.
     
    Lucifer dosen't realy need to be "more" powerful. In fact, he could easly be made less powerful, by reducing his multipower and/or reducing his VVP. Just don't remove his logivity and his ability to make contracts.
     
    Lucifer dosen't hunt others himself. Instead, if he needs someone captured or eliminated, the other members of Black Tryangle will do it.
     
    Lucifer is ment to be a villian of the high end New Circle, along with the other members of Black Tryangle. This, he might be to powerful (or whimpy) for other campains.
     
    Plot Seeds
     
    The Buisness Of Virtures: Inspired by The Aprentess Lucifer decided to host a reality show on TV. But, someone is killing all the people he fired. What is Lucifer's game?
     
    I Got A Contract Out On Me: An old villian which the heros faced before, and who has rather week powers comes after the heros with some new, strong powers. When asked how he got so powerful, all he replied was "I got a contract out on me." Can the heros figure out what happened? And if so, how to fix things?
     
    All You Got To Do Is Sign...: Lucifer Morningstar wants the heros to be spokesmen for his line of products. All thay have to do is sign a contract. Is this a legitament contract, or one of his acursed ones?
  9. Like
    steriaca got a reaction from Enforcer84 in from little plot seeds, mighty games do grow: Share your ideas!   
    Re: from little plot seeds, mighty games do grow: Share you ideas!
     
    The Champions (it is about time thay gain there own plot seeds)
     
    1) Enter...The Chalengers: A group of solo villians which have a real beef with The Champions decide to get together and form a super villian group dedicated to the uter destruction of the Champions. Can thay survive this major threat?
     
    For the group, I recoment Taislman (who hates her sister Witchcraft) and Hurclean (who hates Ironclad).
     
    For the rest, I acualy have to create them. The leader of my version of the group is Blackbird, a martial artest inclined crinimal who got stoped one to many times by Nighthawk. So he had a costume and a more bird theamed weapions created in order to 'out bird' Nighthawk.
     
    Sapfire's nemisis is the Harpy, a mutant with bird-like wings and a powerful, sonic singing voice. She locked in the attic for years, while her twin sister used her singing voice to a rapid rise to fame as a singer. She hates the music buisness, and is insain enougth to kill anyone asociated with it.
     
    Defender's nemisis in this group is called Snacher. He was a man who created a tractor beam weapon. He originaly wanted to sell his invention to Harman Enterprises, but he felt he was laffed away by the staff, so he created a costume and decied to 'prove' that his weapion is a feasabul one.
     
    2) ...My Sourses Tell Me...: This one is so simple. Basicly, have someone plant evidence that the Champions are, in reality, a villian group, then let the fists fly. Or, beter yet, have the Champions be convince that YOUR HEROS are villians. Eather way, the results are the same.
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