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The New Circle


OddHat

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Guest Skaramine

Re: The New Circle

 

Heh. Their undoing will probably be all those cheesy disads and limitations they took' date=' thinking they'd never come up ;)[/quote']

Actually, my favorite hosemonster character is the Abstracted Man from Allies.

 

Fully invisible, and has indirect Telekinesis, EB, Force Walls and Images, and projects his superhuman form as a neon projection. He seems solid when you whack him (force wall), but nobody can hurt him.

 

I even think he was invisible to mental powers too. Truly a frightening and disgusting foe.

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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.

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Scarabaeus

 

Player: Scarab

 

Val Char Cost

50 STR 0 HTH Damage 10d6 END [5]

18 BODY 0

8 SIZ 40 Length 6.35", Width 3.17", Area 20.16" Mass 25.6 ton KB -8

10 DEF 24

20 DEX 30 OCV 7 DCV 1

4 SPD 10 Phases: 3, 6, 9, 12

 

16" RUN 0

8" SWIM 0

0" LEAP 0

Characteristics Cost: 104

 

 

Cost Power

31 Chassis Drives: Multipower, 47-point reserve, all slots: (47 Active Points); Restrainable (-1/2)

3u 1) Ornithopter Wings: Flight 21", x4 Noncombat (47 Active Points); Restrainable (-1/2) [Notes: 31 mph Full Flight, 125 mph Noncombat Flight]

1u 2) Stilt Legs: +10" Ground Movement (16" total) (20 Active Points); Restrainable (-1/2) [Notes: 38 mph Full Ground Move, 77 mph Noncombat Ground Move]

1u 3) Turbine Propellers: Swimming +6" (8" total) (6 Active Points); Turn Mode (-1/4) [Notes: 12 mph Full Water Move, 24 mph Noncombat Water Move]

5 Polarized Cockpit: (Total: 10 Active Cost, 5 Real Cost) Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Flash Defense (5 points) (Sight Group) (5 Active Points); Only Versus External Flashes (-1), OIF (-1/2) (Real Cost: 2)

2 Sealed Cockpit: Life Support , Safe in Low Pressure/Vacuum

10 Supplied Air: Life Support , Self-Contained Breathing, 1 Recoverable Continuing Fuel Charges lasting 6 Hours each (+0)

4 Instrumentation: (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)

8 Radio: High Range Radio Perception (12 Active Points); OIF (-1/2)

13 Flood Lamps: Sight Group Images, +2 to PER Roll, Reduced Endurance (0 END; +1/2), Increases Size (65" cone; +1 1/4) (44 Active Points); Only To Create Light (-1), OIF Fragile (-3/4), No Range (-1/2)

19 Grapple: (Total: 42 Active Cost, 19 Real Cost) Extra Limbs (5 Active Points); OIF (-1/2), Limited Manipulation (-1/4) (Real Cost: 3) plus Stretching 5", Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2), No Noncombat Stretching (-1/4), Always Direct (-1/4), Limited Body Parts (-1/4) (Real Cost: 16)

12 Swing Lines: Swinging 15", Usable By Other (x2 Number of Targets +1/2) (22 Active Points); OIF (-1/2), No Noncombat Movement (-1/4)

 

3 Automatic Flight: Combat Piloting 13-

3 Silent Flight: Stealth 13-

6 Navigation Charts: Navigation (Air) 11-

3 Locked Systems: Lockpicking 13-

7 Secured Systems: Security Systems 11-

Powers Cost: 131

 

 

Cost Perk

10 Equipment: Parachutes (x4, 2 Base, 0 Disad)

Perks Cost: 10

 

Total Character Cost: 245

 

 

Pts. Disadvantage

15 Distinctive Features: Beetle-shaped Ornithopter (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation: Requires Sapphire-Scarabaeus Power Source (Infrequently; Fully Impairing) [Notes: if Scarabaeus OAF is removed nothing will function]

5 Unluck: 1d6

5 Vulnerability: 1 1/2 x Effect Atlantean Magic (Uncommon)

5 Vulnerability: 1 1/2 x Effect Lemurian Magic (Uncommon)

Disadvantage Points: 45

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: The New Circle

 

Dibs on Canary. :D

 

Canary necesitates a Green Arrow; their a team act. ;)

 

Considering the buddy aspect of Green Arrow / Green Lantern, Green Arrow should probably be female (to match with The Light), which means Canary has to be Lesbian, Bi, or male.

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Guest Skaramine

Re: The New Circle

 

Canary necesitates a Green Arrow; their a team act. ;)

 

Considering the buddy aspect of Green Arrow / Green Lantern, Green Arrow should probably be female (to match with The Light), which means Canary has to be Lesbian, Bi, or male.

Or, Canary could be an excuse for my to do Dr. Midnite.

 

I'll think of something.

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Canary necesitates a Green Arrow; they're a team act. ;)

 

Considering the buddy aspect of Green Arrow / Green Lantern, Green Arrow should probably be female (to match with The Light), which means Canary has to be Lesbian, Bi, or male.

:eek:

 

Although I'm a fan of switching out genders on homage characters, the thought of a guy fighting crime in fishnets is a bit beyond the pale for me. Calls to mind Harvy Fierstein trying to hit the canary cry while in drag. :nonp:

 

However, there is quite a lack of women archers (other than Rainbow Archer...). OTOH, we've got Battlestar Galactica II as an example of exploring a male-female buddy relationship with Apollo II & Starbuck II.

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Re: The New Circle

 

:eek:

 

Although I'm a fan of switching out genders on homage characters, the thought of a guy fighting crime in fishnets is a bit beyond the pale for me. Calls to mind Harvy Fierstein trying to hit the canary cry while in drag. :nonp:

 

However, there is quite a lack of women archers (other than Rainbow Archer...). OTOH, we've got Battlestar Galactica II as an example of exploring a male-female buddy relationship with Apollo II & Starbuck II.

I think I've got a good name for the Black Canary homage:

White Warbler!

 

:think:

HM

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Re: The New Circle

 

OTOH' date=' we've got Battlestar Galactica II exploring a male-female buddy relationship with Apollo II & Starbuck II.[/quote']

 

True. ;) A good writer can make it work as he or she likes, and can just drop or change the whole GL/GA or GA/BC relationships.

 

Still, for me the classic GA/GL storyline will always be their roadtrip across America, when GL found his political conscience, a personality trait that made him stand out from most of the blandly mainstream heroes of his time. I like the idea of May and a female version of GA taking a similar road trip, maybe in the summer of May's junior year, just after she has started to come to grips with her own powers. May could react with appropriate upper class Taiwanese shock to the teen American's world of drugs, alcohol, and casual sex, while the female GA could display the tolerance and empathy that May sometimes lacks. Maybe frame it with young occultists conjuring demons and invoking the infernal for fun at raves, until they inevitably lose control. Use the Demon-Bound pattern, with the ravers allowing the demons to ride them (nod to Buffy, and in turn a nod to traditional magic). May's reaction would be that the ravers deserved what they got, and that the demons needed to be put down, even if that meant destroying the bodies they were controlling. The young GA, with a far kinder eye, would insist on trying to save the ravers.

 

Toughest part would be keeping the skill and power set of the new GA far enough away from all the other characters in the thread.

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Re: The New Circle

 

Oh, I'm working on a writeup of the mechanics for the "Chaos Madness" referred to in the Deus Ex Machina writeup. What I've got so far:

1st stage(initial infection)

1 pip Transform(normal to being with 2nd stage Chaos madness), partial effect(target develops destructive/hateful/negative tendencies(1-2), unhealthy desires(food, sex, drugs, sheep, whatever)(3-4), random psych quirks, chaotic and unpredictable behavior(5-6)), NND with Rare defense(Power Defense force field)(+2), Sticky (+1/2), 4x difficult to dispel, Continuous, Uncontrolled, 0 END Persistent, Extra Time(1 attack per day)

2nd stage(mid-progression--target will have a 15-20 point psych lim, ranging from Casual Killer to Nymphomaniac to random insanity, and may have some paranormal ability related to their madness--a destructive personality might be stronger and tougher, a corrupted personality might be more seductive, a chaotic personality might have shapeshift to chaotic horror, etc)

Transform as above, except 1/2 d6(to 3rd stage) , plus 1 pip Transform in a 2" radius around the character(will transform targets with a similar type of madness)

3rd stage(the target is barely human at this point, possessed of a 25 point psych lim related to their madness, has significant paranormal ability proportional to their starting points)

1d6 Transform(to chaos creature/spawn of Azoth), plus 1/2 d6 transform to 3rd stage, 2" radius, and 1 pip transform to 2nd stage, 4"

 

So, if one person contracts the chaos madness, on average they will progress to the second stage within 3 weeks, to the 3rd stage in a week to 10 days, and to the final stage within about 5-7 days. So it takes five weeks to fully develop. Once the target has become a spawn of Azoth, it's effectively incurable(or at least should involve a long story arc in seeking a cure).

Someone suffering from Chaos madness is highly contagious. Being touched by them will transmit the madness at the level they are suffering it at. Being in the vicinity of a victim will transmit 1st or 2nd stage madness, depending on how close and what stage the victim is at. Obviously it's dangerous because it spreads very quickly and is extremely difficult to get rid of.

oops. tack on BOECV, vs. EGO to the above, with invis to all but magical and mental senses.

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Re: The New Circle

 

Ishmael Adonis was a result of the Demonflame Incident. Luther Black opened a rip between dimensions to steal the power of an elder god. He was opposed by a variety of heroes, and the criminal organization VIPER. He was crippled under the assault by the combined forces, and his attempt rained Qliphothic energy down on the city while the rip was open.

 

Ishmael's mother had been struck by one of those threads, pouring malevolence into her. She had been carrying Ishmael at the time, and decided to rip him from her womb by any means necessary. A broken bottle was her knife. As she raised the infant over her head to dash him to the street, a policeman stopped her.

 

Ishmael's mother was taken to a hospital, but she didn't survive the night after her forced cesarian section. The infant was placed on life support until it could do things for itself like breath. A man claiming to be Ishmael's father took him from the hospital. By the time the real father arrived, the man was long gone.

 

Ishmael was subjected to various experiments over the next few years as his adopted father tried to harness the power he felt was inside the young boy. During one experiment, initiates from DEMON broke into the lab. Their attempt to seize the child resulted in an explosion which thrust him from the real world to cross the planes surrounding Earth.

 

Ishmael learned a little of the forces across the fields of Faerie, the netherworld, and some places in-between before he returned to Earth. He was able to build himself a body, but the taint of his Qliphothic nature made it impossible to be around people without protection for them. Representatives of the Council did that for him. In return, they wanted him to act as their agent and stop other invasions from beyond the pale.

 

He readily agreed.

 

Ishmael is able to fly, shoot blasts of energy, and is hard to hurt. On top of that, he can change the properties of his body with a small effort. This allows him to expand, harden himself, pass through objects, or delve into the nature of things around him.

 

He sometimes considers this a bad trade for his lost childhood.

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Guest Skaramine

Re: The New Circle

 

Bison01.jpg

 

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.

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Re: The New Circle

 

Skaramine, as usual this is great stuff...but if I may, at the risk of being a bit rude, don't you have a book to write? :) (I won't harp, this is my one-off)

 

I'm not one for what reads like enviro-pushiness, but this came out just right, I like the bison/extinct/survival/gentle angle and the way that's rolled up.

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Re: The New Circle

 

Bison is a fantastic character. Great back story, great personality, very strong ties to the rest of the CU and excellent plot seeds. The Charge and Ultimate Charge make for very good offensive potential, and the "extra" point of SPD (for a brick) together with the block is a good defensive pairing.

It's an effective build.

 

His "Regeneration" costs END, requires an action, and heals a max of 6 BODY; is this intentional?

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Guest Skaramine

Re: The New Circle

 

Bison is a fantastic character. Great back story, great personality, very strong ties to the rest of the CU and excellent plot seeds. The Charge and Ultimate Charge make for very good offensive potential, and the "extra" point of SPD (for a brick) together with the block is a good defensive pairing.

It's an effective build.

 

His "Regeneration" costs END, requires an action, and heals a max of 6 BODY; is this intentional?

The Regeneration requiring END and costing an action were strictly for the entertainment of the bloodsport fans. If he instant-healed like the Hulk or Wolverine, it wouldn't provide the gore, and it gives his opposition a chance to recover too while he takes a breather to heal a wound.

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Re: The New Circle

 

Well, I already gave you one member of The Black Tryangle, I might as well give you more. This is The Laff, a sorta fusion of The Joker and The Riddler. Yes, he is more Joker than Riddler. And, yes, my spelling still stinks. So prepair yourselves.

 

The Laff

 

Value Char Cost Roll Notes

15 STR 5 12- Lift: 200kg. 3d6 [2]

36 DEX 78 16- OCV: 12 DEC: 12

15 CON 10 12-

15 BODY 10 12-

18 INT 8 13- PER Roll: 13-

18 EGO 16 13- ECV: 6

40 PRE 30 17- PRE Attack: 8d6

10 COM 0 11-

 

5 PD 2 Total PD: 15 PD (10 rPD)

5 ED 2 Total ED: 15 ED (10 rED)

7 SPD 24 Phases: 2,4,6,7,9,11,12

25 REC 38

60 END 20

60 STUN 30

Total Charistic Cost: 273

 

Movement: Running: 6"/12"

Swiming: 2"/4"

Leaping: 3"/6"

Teleporting: 20"/40"

Megascale Teleporting: 100km/200km

 

Cost Powers END

60 The Evil Laff: Multipower 90 points, Incantations (-1/2)

7m I Laff, You Laff: Mind Control 7d6, Telepathic (+1/4), NND (defence is not haveing a sence of humor, Harden Mental Defences, or being Night Hunter, +1), Personal Imunity (+1/4), One Comand (Laff, -1/2), Does Not Provide Mental Awairness (-1/2), Incantations (Laffing, -1/2) 9

6m I Laff, You ALL Laff: Mind Control 6d6, Telepathic (+1/4), NND (see above, +1), Personal Imunity (+1/4), Explosion (+1/2), One Comand (Laff, -1/2), Incantations (Laffing, -1/2), Does Not Provide Mental Awairness (-1/2) 9

11m Sonic Laff Blast: Energy Blast 5d6, AVLD (hearing Flash Defence, +1 1/2), Invisable Power Effect (seight sence group, still visable to hearing sence group and Detect Magic, +1/2), Personal Imunity (+1/4), Incantations (Laffing, -1/2) 8

9m The Killing Laff: Killing Attack Ranged 1d6, NND (defence is not laffing, +1), Does Body (+1), Indirect (fully, +3/4), Invisable Power Effect seight sence group, visable to hearing sence group and Detect Magic, +1/2), Personal Imunity (+1/4), Incantations (Laffing, -1/2) 6

12m Can't Get That Laff Out Of My Head: Flash VS Hearing Sence Group 10d6, Invisable Power Effect (seight sence group, still visable to hearing sence group and Detect Magic, +1/2), Personal Imunity (+1/4), Incantations (Laffing, -1/2) 9

12m Hear Nothing But My Laff: Darkness VS Hearing Sence Group 7" radius, Personal Imunity (+1/4), Incantations (Laffing, -1/2) 9

2u The Laff Which Leads To MaDdNeSs: Major Transformation (sain person to insain person) 2d6, NND (not having a sence of humor, Harden Mental Defence, or being Night Hunter, +1), Invisable Power Effect (to seight sence group, still visable to hearing sence group and Detect Magic, +1/2), Personal Imunity (the insain can't become insain, +1/4), Extra Time (1 hour, -3), Incantations (Laffing, -1/2) 8

3u The Fadding Laff: Teleportation 20", Incantations (Laffing, -1/2) 4

2u The Fadding Laff 2: Teleportation 10", Megascale (1 Hex=10km, +1/2), Incantations (Laffing, -1/2) 2

 

41 Insain Mind: Ego Attack 3d6, Damage Shield (mental, +1/2), Reduced Endurance (0 END, +1/2), Presistance (+1/2), Inherant (+1/4), Always On (-1/2) Does Not Provide Mental Awairness (-1/2) 0

 

24 Runic Ritual Knife: Multipower 30 points, Can Be Disarmed (1/2 Phase Action To Rearm, -1/4)

5m Demonic Energy Leach Through The Hilt: Transfer END To END 2d6, Can Be Disarmed (1/2 Phase Action To Rearm, -1/4) 3

5m The Knife, Wielded: Killing Attack Hand To Hand 2d6 (3d6 w/STR), Can Be Disarmed (1/2 Phase To Rearm, -1/4) 3

5m The Knife, Tossed: Killing Attack Ranged 2d6, Can Be Disarmed (1/2 Phase To Rearm, -1/4) 3

 

40 Hard To Hurt When He Moves: Armor 10 PD, 10 ED, Restranable (-1/2)

20 Hard To Hurt When He Moves: Damage Reduction 25% Physical and Energy, Resistant, Restranable (-1/2)

 

38 Demons Whispers In His Ears: Flash Defence Hearing Sence Group 25 points, Harden (+1/2)

38 Demons Whispers In His Brain: Mental Defence 25 points, Harden (+1/2)

38 Demons Whisper In His Soul: Power Defence 25 points, Harden (+1/2)

 

46 Magic Looks Phunnie: Detect Magic, +8 to roll, Discriminatory, Analyze, Sence, Targeting, Tracking

 

Skills

 

11 Acrobatics: 21-

11 Breakfall: 21-

5 Climbing: 18-

5 KS: The Profesinal Comic World: 16-

5 KS: Jokes And Riddles: 16-

3 Power: Demonic Laffing: 18-

5 PS: Standup Comic: 14-

5 PS: Physical Comidy: 14-

4 PS: Juggling: 18-

5 Slight Of Hand: 18-

2 WF: Blades

 

Total Power Cost: 485

Total Cost: 758

 

200+ Disavantages

15 Distinctive Features: Unique Laff (Easly Concelable, Always Noticed)

10 Distinctive Features: Souless (Not Concelable, Always Noticed, detectable by Detect Souls)

20 Enraged When He Can't Make His Victoms Laff (Common, 11-,11-)

15 Hunted by Night Hunter (As Powerful, 11-, Capture)

20 Hunted by The New Circle (As Powerful, NCI, 11-, Capture)

10 Hunted by Lucifer Morningstar (As Powerful, NCI, 11-, Watching)

20 Psychological Limitation: Odd Sence Of Humor (Common, Total)

20 Psychological Limitation: Casual Killer (Common, Total)

20 Psychological Limitation: Totaly Unhinged, Certifiably Crazy (Common, Total)

15 Psychological Limitation: Murderous Hatred Of Night Hunter (Common, Strong)

5 Rivalry with Black Harliquin (Profesinal, Awair)

15 Scocial Limitation: Public Idenity (Melvin Melvinson, Frequently, Major)

15 Reputation As An Extremly Bad Standup Comic Turned Serial Killer (11-, Extreme)

20 Susceptibility to Tears From Pure Laffter Or Saddness (Common, Instient, 3d6 STUN)

20 Vunerability: X2 STUN From Good Aligned Magic

20 Vunerability: X2 BODY From Good Aligned Magic

5 Unluck 1d6

293 Experence

 

Background/History: Stop me if you herd this one. There was this comedian, who realy was not funny. He was so unfunny, that Drew Carry gave him a line, and he still coulden't improve. He was so unfunny, that not even kids laffed at his jokes. He was so unfunny, he coulden't even make his impresion of a self-loving vampier work (you know...he bits his own finger and gets pleser sucking it). He was so unfunny, he had to change his name to Melvin Melvinson to get a few chuckles.

 

Anyways, what do failed comedians do when it appears that there entier act, and this, there life, is a joke. You find you can't wait for god to give you a punchline. So, he decided, on day, to go up to the roof of the Morningstar Incorprated building, and jump off.

 

He found it was oddly easy to get go to the roof top. He looked over the side cairfuly when a man with bright red hair said to him, "You beter wait till Defender leaves the area."

 

"Huh?" Just then, Defender became visable across the street. It was oveous that he was on a patroling run.

 

"Just what I said. Anyways, what brings you to the top of my building anyways?"

 

"Well, my name is Melvin Melvinson, and I want to jump off and end my life."

 

"Melvin Melvinson? The Comedian? Oh boy are you funny, kid. Tell you what, my company needs a funny spokesman. I want him to be you. Let's go into my office, sign some papers, and set you right up for your big break."

 

Melvin was, at first, shocked. Then impresed with himself, and this stranger. "Alright...I'll do it. What do I got to lose?"

 

"Just your soul, Melvin," Lucifer replied in a joking way, "Just your soul."

 

Quote: "Hahahahaha! Bahahahaha! Mahabahahahaha! I just crack myself up!"

 

Personality/Modivation: Melvin was once a man in love with makeing people laff. Shure, he wanted to become famous also, but he found more joy in makeing others laff. Unforcently for him, thoes moments of joy were few and far between.

 

Now, as The Laff, Melvin is a cold blooded killer who thinks eveything is funny, especaly the hardships of others. The prosess which removed his soul and linked him with a madness demon has also striped him of his sanity. Now, he does things at random, doing what he thinks is funny, and causes chaos when he can.

 

He gets along quite well with Lucifer, but not with the other members of the Black Tryangle. He obays orders as much as his sanity lets him. He is, prehaps, the member most likely to do things on his own. The only thing he hates more than people not laffing is that killjoy Night Hunter, who never laffs at his jokes. He does think Black Harliquin is a laff riot, thoe.

 

Powers/Tactics: The demon which was infused with Melvin gave him the ability to cause people to literly laff till it hurts. He has to laff to get other people to laff along with him, but even people who can not hear are afected by his powers. The only ones who are not are people with harden Mental Defences, people with no sence of humor, and Night Hunter (who, for some odd reasion, is imune to his ability to make people laff, and his power to make people insain).

 

He can also make his laff do some odd things, like hurt them directly with sonics, fill the victom's ear with his laff, and even fill an area with his laff. He can also cause the magic in his laff to literly carry him away.

 

He also has a mystical knife bounded to him. An oponent can preform a disarm/takeaway manuver on him to strip him of his knife, but the person who took it away can't seem to use it. And to make maters worse, it can come back to his hands when he wants, or even fade from existance when he wants.

 

The madness demon has also made him insain. He is so insain that mentlist easly go into shock when thay contact his mind (Even his teamate, The Brain, dosen't like it). He also makes him harder to hurt in many ways. Fianly, The Laff can detect magic at will, and use it to track such beings.

 

The Laff has the standard limitations for a contract holder. Ripping up his contract strips him of his powers, but it will never restor his soul or his sanity. He is also more vunlerable to good alighed magic. Finaly, any colected tears from true lafter or true sadness can harm him.

 

Apperance: When he was Melvin Melvinson, he was a nerdie looking guy who was thin, with a tangle of brown hair, and brown eyes. As The Laff, he is still looking like that, but now he looks a bit fiter in body, and has a glassie, crazy look to his eyes. He likes to varie his outfits, but the one he uses most of the time is a green outfit with red "HA" words printed all around it. He sometimes wears some sort of outlandish hat with it, for no aperent reasion, and sometimes a mask which does nothing to hide his idenity.

 

Campain Use: Melvin is used as unusial 'mussel' in the Black Tryangle. His powers alowes him to make any crowd a hostage situation, making it easy for the rest of the team to do what needs to be done, and then excape. His lack of sanity does make him a sort of a loose cannon. Forcently, Lucifer does see him as expendable.

 

The Laff realy dosen't need to be more powerful. To make him less powerful, remove some of the slots in his multipower, but keep I Laff, You Laff and The Killing laff.

 

The Laff will hunt anyone who spoils his fun. He also hunts anyone who thinks thay are funnie. He also hunts for the fun of it, or when his insaity strikes him. How he hunts depends on his moods. One day, it will be an all out street battel, while another, he will kidnap the hero's girlfriend and tie her to the railroad tracks. That is just the way he is.

 

Plot Seeds

 

The True King Of Comics: There is a comic covention in town, and The Laff wants to make shure he is the only funny guy in the place. And if that means being the only living guy in the place, well, you can't make a few fosels without breaking a few heads.

 

The Punchline Test: Black Harliquin decides to have a contest with The Laff. Whoever kills the most people in 24 hours wins. The catch... the deaths have to be based on the punchlines of popular children jokes (like, "Why did the chicken cross the road?"). Can the heros "get to the other side" and capture both of them before the city is awash with dead bodys?

 

Exit Lafter...Enter Saddness: During combat with The laff, someone hits him with a odd magic spell. Now, instead of laffing, he can't stop crying. And not only does he cry, so do other people find thay can't stop crying while he is around. Can the heros do anything about this?

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Guest Skaramine

Re: The New Circle

 

Oh, Steraica mentioned that the Bison wasn't a DC analogue... and while this thread started with mystical versions of DC analogues, they didn't have to be - I've used the Fantastic Four.

 

But, if you squint, you can see a lot of Cyborg in good ol' Buddy.

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Re: The New Circle

 

Oh, Steraica mentioned that the Bison wasn't a DC analogue... and while this thread started with mystical versions of DC analogues, they didn't have to be - I've used the Fantastic Four.

 

But, if you squint, you can see a lot of Cyborg in good ol' Buddy.

 

I thought about it a bit, and I came to the colcusion that I was wrong, and that Buddy was your version of Mr. Mirical. Then I looked at Boneface, and realised that HE was Mr. Mirical. Or some DC charater which was created by Jack Kirby and had his own comic book series, was a member of JLA, and is also a part of the New Gods comunity. Oh, and also apeared in an early ishue of The Sandman (Vertigo).

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