Jump to content

The New Circle


OddHat

Recommended Posts

Okay, I said I'd post the other "hints" when someone guessed. So here's the first. I'll post the other two Tuesday and Wednesday evening. :)

 

Shuriken-san

 

Alternate IDs: Hikari Harkness

 

Val Char Cost

15 STR 5

26 DEX 48

20 CON 20

17 BODY 14

15 INT 5

15 EGO 10

20/25 PRE 10

15 COM 3

 

14/18 PD 5

11/15 ED 1

6 SPD 24

7 REC 0

40 END 0

35 STUN 0

 

8" RUN 4

3" SWIM 1

3" LEAP 0

Characteristics Cost: 150

 

Cost Power

26 Throwing Stars: Multipower, 45-point reserve, all slots: (45 Active Points); OIF (-1/2), Beam (-1/4)

2u 1) Flurry of Stars: Killing Attack - Ranged 1d6 +1 (vs. PD), Autofire (5 shots; +1/2), 30 Recoverable Charges (+3/4) (45 Active Points); Beam (-1/4) [Notes: 2d6K with Martial Arts]

2u 2) Oni-Claw Stars: Killing Attack - Ranged 1d6 +1 (vs. PD), Autofire (3 shots; +1/4), 15 Recoverable Charges (+1/2), Armor Piercing x1 (+1/2) (45 Active Points); Beam (-1/4) [Notes: 2d6K with Martial Arts]

2u 3) Ghost-Killing Stars: Killing Attack - Ranged 1d6 +1 (vs. PD), 12 Recoverable Charges (+1/4), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Affects Desolidified (Any form of Desolidification; +1/2) (45 Active Points); Beam (-1/4) [Notes: 2d6K with Martial Arts]

2u 4) Boomerang Stars: Killing Attack - Ranged 1d6 +1 (vs. PD), 12 Recoverable Charges (+1/4), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Indirect Same origin, any direction (+1/2) (45 Active Points); Beam (-1/4) [Notes: 2d6K with Martial Arts]

2u 5) Spirit-Ridden Stars: Killing Attack - Ranged 1d6 (vs. PD), 9 Recoverable Charges (+0), +1 STUN Multiplier (+1/4), Area Of Effect (One Hex; +1/2), Accurate (+0), Autofire (3 shots; +1 1/4) (45 Active Points); Beam (-1/4) [Notes: 1d6+1K with Martial Arts]

2u 6) One More Where Those Came From: Killing Attack - Ranged 1 1/2d6 (vs. PD), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points) [Notes: 2½d6K with Martial Arts]

2u 7) Oni-bi Stars: Killing Attack - Ranged 2d6 (vs. ED), Explosion (+1/2) (45 Active Points); 12 Charges (-1/4) [Notes: Cannot use with Martial Arts]

1u 8) Sunburst from Star: Flash 4d6 (Sight Group), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires Bright Light Source To Reflect (-1/2) [Notes: Cannot use with Martial Arts.]

15 The Ones They Never Notice: Killing Attack - Ranged 1d6 (vs. PD), 9 Recoverable Charges (+0), Autofire (3 shots; +1/4) (19 Active Points); Beam (-1/4) [Notes: 2d6K with Martial Arts]

10 One More To Cut You With: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); IAF (-1/2) [Notes: 2d6K with STR]

 

8 Yadomeijutsu: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Will Not Work Against Heavy Missiles (-1/4)

16 Shinobijutsu: Multipower, 16-point reserve

1u 1) How Did He Get Up So Fast?: Teleportation 1", Position Shift (7 Active Points)

1u 2) How Did He Survive That?: Leaping 16" (16 Active Points); Only To Reduce Falling Velocity (-1), Requires A Breakfall Skill Roll (-1/2), No Noncombat Movement (-1/4)

1u 3) How Did He Get Up There?: Leaping +11" (3"/3" forward, 1 1/2"/7" upward) (Accurate) (16 Active Points); Upward Movement Only (-1), Requires An Acrobatics Skill Roll (-1/2), No Noncombat Movement (-1/4)

1u 4) How Does He Stay Up There?: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Requires A Climbing Skill Roll (-1/4), Cannot Cling To Ceilings (-1/4)

1u 5) Where Did He Go?: Teleportation 8" (16 Active Points); Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4), Only When Unobserved (-1/4)

 

17 Shuriken-studded Jacket: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD), Damage Shield (+1/2), Continuous (+1) (25 Active Points); OIF (-1/2) [Notes: 1d6+1 with STR]

8 Shuriken-studded Shinobifuku: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2)

8 Oni-face Mempo: (Total: 13 Active Cost, 8 Real Cost) Lack Of Weakness (-4) for Normal & Resistant Defenses; OIF (-1/2) (Real Cost: 5) plus +5 PRE; OIF (-1/2) (Real Cost: 3)

 

Archenemy Options, (Real Cost: 20) [Notes: Chose one of following options.]

0 1) Trained Against Strength: (Total: 0 Active Cost, 0 Real Cost) +2 Ranged Damage Class(es) (Real Cost: 8) plus (Real Cost: -20) plus Combat Luck (6 PD/6 ED) (Real Cost: 12) [Notes: As archenemy of Hand-to-Hand Attacker.]

0 2) Trained Against Skill: (Total: 5 Active Cost, 0 Real Cost) Naked Adder on Missile Deflection , Any Ranged Attack (Real Cost: 10) plus +1 with DCV (Real Cost: 5) plus +2 with DCV ; Only While Moving (-1) (Real Cost: 5) plus (Real Cost: -20) [Notes: As archenemy of Ranged Attacker.]

0 3) Trained Against Speed: (Total: 0 Active Cost, 0 Real Cost) (Real Cost: -20) plus +1 with All Combat (Real Cost: 8) plus Lightning Reflexes: +8 DEX to act first with All Actions (Real Cost: 12) [Notes: As archenemy of Speedster.]

Powers Cost: 148

 

Cost Martial Arts Maneuver

3 Defensive Throw: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +4 DC

5 Far Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC

5 Moving Throw: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Strike +4 DC; FMove

5 Tripping Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +4 DC +v/5, Target Falls

5 Disarming Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +30 STR

16 +4 Ranged Damage Class(es)

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 Moving Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

Martial Arts Cost: 52

 

Cost Skill

10 +2 with Ranged Combat

10 +5 vs. Autofire Penalties

5 Accurate Sprayfire

5 Rapid Autofire

5 Skipover Sprayfire

10 Defense Maneuver: I-IV

3 Acrobatics 14-

3 Analyze: Combat 12-

3 Breakfall 14-

3 Bureaucratics 13- (14-)

3 Concealment 12-

3 Disguise 12-

3 Inventor 12-

3 Oratory 13- (14-)

3 Persuasion 13- (14-)

3 Shadowing 12-

3 Stealth 14-

2 Weaponsmith (Ninja Weapons) 12-

2 KS: Shurikenjutsu 11-

2 KS: Shinobijutsu 11-

2 PS: Company CEO 11-

3 PS: Marketing (PRE-based) 13- (14-)

2 CuK: Oni 11-

0 Language: English (idiomatic; Native)

4 Language: Japanese (idiomatic)

3 WF: Common Melee Weapons, Ninja Weapons

Skills Cost: 98

 

Cost Perk

9 Contact: Harkness Toy Company (Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 11-

1 Fringe Benefit: Passport

3 Fringe Benefit: Corporate CEO

5 Money: Well Off

2 Reputation: "Shuriken-san" (Harkness Toy Co. mascot) (A medium-sized group; 11-) +2/+2d6

Perks Cost: 20

 

Cost Talent

12 Combat Luck (6 PD/6 ED)

15 Combat Sense 12-

2 Environmental Movement (no penalties on/in Climbing)

2 Environmental Movement (no penalties on/in Narrow Surfaces)

1 Environmental Movement (no penalties on/in Poor Footing)

Talents Cost: 32

 

Total Character Cost: 500

 

Pts. Disadvantage

20 Dependent NPC: Estranged Son 11- (Normal; Unaware of character's adventuring career/Secret ID)

10 Hunted: Oni-demon 11- (Mo Pow; Watching)

10 Hunted: the Media 11- (Less Pow; Mildly Punish; Extensive Non-Combat Influence)

15 Hunted: [player character] 11- (As Pow; Harshly Punish)

15 Psychological Limitation: Deliberately Flamboyant In Combat (Very Common; Moderate)

15 Psychological Limitation: Despises Patriotism and Faith (Common; Strong)

15 Psychological Limitation: Hunts [player character] (Common; Strong)

5 Psychological Limitation: Lost His Faith In Everything (Uncommon; Moderate)

10 Reputation: "Shuriken-san" (Harkness Toy Co. mascot) 11-

20 Rivalry: Professional and Romantic ([player character]; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry; Rival is a Player Character)

10 Social Limitation: Secret Identity (Frequently; Minor)

5 Unluck: 1d6

 

Disadvantage Points: 150

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background/History: Hikari is the Japanese-American son of an American toy manufacturer who wanted to exploit Japanese chic in the 80s - but was ruined when the American public didn't buy in. The familiy moved back to America, and the Harkness Toy Company's fortunes were so poor the company nearly went bankrupt. It was only his father's "accidental death" and the insurance money that saved things.

 

His father's failure caused him to reject his American heritage, and instead to become obsessed with a romanticized Japanese heritage that never really existed. He sought a way to avenge the slight to his father's honor, and on a pilgrimage in Japan he found an abandoned and forgotten shrine once built by his mother's family. There, he met an Oni-demon disguised as an old monk, who offered to teach him the secrets of his Japanese heritage.

 

Hikari agreed, but after gaining the power to avenge his family honor, Hikari discovered that the Oni's teachings had destroyed any faith he had left in honor. With nothing left to believe in, he had only vengeance left. He returned to America to assume control of the Harkness Toy Company, and to brood.

 

He created the personna of "Shuriken-san" as a marketing ploy, in the guise of reversing the fortunes of the Harkness Toy Company. It was only the first step of his plan - his father failed to win over the American public using the honor of Japanese history. Hikari knew he could lure American youth through the violence of Japanese history...

 

Ninja are cool. Ninja have dangerous weapons that parents don't want their children playing with. The first of the new Harkness toy line were toy ninja weapons. Sales skyrocketed. Now Harkness and "Shuriken-san" are offering real weapons for "mature toy enthusiasts" - and sales are even higher. In "Shuriken-san", Hikari created an antihero that has won over America's youth, and he is teaching them violence...

 

Personality/Motivation: As a child, Hikari loathed what was "American", and revered what was "Japanese". Although that attitude set him on his path, as an adult, he is much more cynical. Today he has nothing to believe in, and although he believes he is beyond his childhood anger, his goals are still based in that. Essentially, he has lost his faith in something to believe in, and is lashing out at the world because of it. He especially feels contempt and anger toward those who obviously DO believe in some higher calling.

 

Once he fixes his attention on his chosen enemy - one of the player characters - he will begin ruining his enemy's life. Shuriken-san will begin by eroding the player character's public reputation. As Hikari he will try to take away the things that the player character cares about - in particular, he will move in on any romantic interest of the player character. Finally, he will attempt to set up the player character to lose his own faith, so that he suffers just like Hikari did.

 

Quote: "Don't try this at home, kids!"

 

Powers/Tactics: Shuriken-san has a lot of flexibility in his attacks, and can adapt to whatever opponent he is fighting. However, remember that he has a limited number of charges - and with Autofire he will go through those charges very quickly. He can probably fight for one or two Turns before needing to withdraw. He will make use of Analyze: Combat and Acrobatics (for Surprise Moves) to give himself an edge. He needs to rely on his DCV to protect himself, and should move around to avoid close combat if possible.

 

Keep in mind that Shuriken-san is performing for the public - he wants to be flashy to appeal to the younger public, and he wants to show up the heroes to make himself look better to the general public. Any chance to do either he'll probably take. But getting beaten in public is bad for the image he wants, so he'll take the chance to escape when possible. His behavior should set him up as an anti-hero, in contrast to the heroic player characters.

 

Campaign Use: Shuriken-san makes a good arch-enemy for a Patriot-type character - of any nationality; he is contemptuous of all patriotism because of how it has failed him. Choose one of the "Archenemy Options" listed that best matches the powers of his chosen foe; these options should prevent his foe from easily defeating Shuriken-san when they face each other.

 

Plot Seed: One of the player characters (Shuriken-san's chosen foe) is hired by the Harkness Toy Company to appear in advertisements with their new signature character, "Shuriken-san". To convince the hero, a substantial donation will be made to a charity of his choice, he will be given full approval of the scripts. All of the ads feature wild, cartoonish action between "Shuriken-san" and the hero, with both turning to break the fourth wall at the end and address the viewers with quick public service announcements ("Don't try this at home, kids!" for Shuriken-san, and "Drink your milk!" or something similar for the hero). All in all, it seems harmless. But the ads are designed to showcase the anti-hero appeal of "Shuriken-san", and to play up how straight-laced the player character is. After a while, kids start down-talking the player character, imitating "Shuriken-san", and believing the two to be archenemies. What will the player character do?

 

Plot Seed: Shuriken-san begins a campaign of vandalism, leaving enough occult clues to entice out his chosen foe. He plans to lure his enemy out for a public confrontation - hopefully, one captured on camera. His goal is not to defeat his enemy, only to make him look bad in public. To that end, he will try to maneuver himself so his enemy's shots have a chance to endanger bystanders. He will attempt to escape before being defeated. If captured, though, he will reveal his own identity - and claim this was a stunt to demonstrate how little the public knows about the "vigilante" hero ("I have taken off my mask..."). Whatever the outcome, sales for the Harkness Toys weapons increase even more. As do incidents of youth violence. With his history of working with Harkness Toys, and his recent public endangerment, the player character will be under scrutiny as though he were an accomplice in the entire debacle...

 

Plot Seed: Shuriken-san discovers that his plan to teach American youth violence and disrespect is working all too well - his estranged son has become a hooligan. As the estranged father, he has no leverage to convince his son to reform. So he's forced to discourage the hooligans as Shuriken-san. And once the player characters start wondering why the villain is suddenly acting semi-heroic, Shuriken Jr. discovers his father's costume and throwing stars... And uses them himself. The player characters might face Shuriken Jr. thinking him Shuriken-san, and use too much force against the inexperienced boy. Will the player characters face a loss of faith of their own for their actions? And will Hikari accept his own guilt in what happens, or will it only enflame his hatred of his foe even more?

 

Plot Seed: The Oni that trained Hikari requests he repay the help given to him. Shuriken-san is sent to destroy monuments of Japanese-American relations (e.g., Japanese gardens, Japanese company stateside headquarters, etc.). This starts in the campaign city, but reports soon come in of his actions around the country. During this time, the practices of Japanese businesses suddenly become predatory toward American companies, the Japanese government publicly breaks with the Americans and loudly criticizes them, anti-Americanism rises among Japanese youth. Hikari realizes that the Oni set him up to be part of a giant sympathetic magic spell... And the Oni will complete it by rampaging through Washington DC and destroying the cherry trees in bloom. He is furious at being used - but to counter the spell, he realizes he must join forces with his enemy. Can the player character trust Shuriken-san, after all that has passed between them? And can they stop the Oni in time? (use Lesser Demons with the Strength package, from the Bestiary, for the Onis).

 

Appearance: Wears black ninja night-suit and leather jacket, both studded with throwing stars, and a mask of the face of a grinning oni-demon. As Hikari Harkness, he is fashionably dressed in black, pinstriped business suits.

Link to comment
Share on other sites

Guest Skaramine

Re: The New Circle

 

Here's a character ideal for a mystical/supernatural hero/horror hero game. Think John Constantine mixed with the Incredible Hulk.

 

Captain Deadboy

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

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

20 CON 20 13-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

15/40 PRE 5 12- / 17- PRE Attack: 3d6/8d6

12 COM 1 11-

 

12/20 PD 7 Total: 12/20 PD (0/8 rPD)

12/20 ED 8 Total: 12/20 ED (0/8 rED)

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

9 REC 0

40 END 0

35 STUN 0 Total Characteristic Cost: 107

 

Movement:

Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

10 Half Alive (Undead Powers): Elemental Control, 20-point powers

10 1) Fists Of Rage: HA +5d6 (10d6 w/STR) (25 Active Points); Hand-To-Hand Attack (-1/2) 2

12 2) Half Alive: Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Side Effects "Blood Rage" (Side Effect always occurs whenever Cap Resurrects or needs to Heal 10+ Body ; Mind Control 12d6 "Consume Blood"; -3/4), Self Only (-1/2), Always On (-1/2)

8 3) You Can't Hurt Me Anymore: Armor (8 PD/8 ED) (24 Active Points); Does Not Protect Against Fire Damage Power loses about a third of its effectiveness (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2

4 4) You Want To Move Me?: Clinging (55 STR) (20 Active Points); Only To Resist Shoves And Knockback Power loses about a third of its effectiveness (-1/2), Must Be Aware Of Attack Power loses about a third of its effectiveness (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2

 

16 Half Alive: LS (Extended Breathing; Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat)

12 Has Seen Hell: +25 PRE (25 Active Points); Defensive Presence Only Power loses about half of its effectiveness (-1)

5 Metallic Brown and Blue Eyes: Nightvision

7 One Stubborn Bastard: Mental Defense (10 points total)

 

44 Signature and Improvised Weaponry: Multipower, 55-point reserve, (55 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4)

1u 1) Bing Bing Bing Ricochet Shot: RKA 1d6+1, Indirect ( Same origin, always fired away from attacker; +1/4), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (40 Active Points); 1 Recoverable Charge (-1 1/4), OIF Gun of Opportunity (-1/2), Damage Based On Firearm Used Power loses about a third of its effectiveness (-1/2), Real Weapon (-1/4), Concentration (1/2 DCV; -1/4), No Knockback (-1/4)

1u 2) Newt Livesay Air Assault Combat Knife: HKA 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), Real Weapon (-1/4) 2

1u 3) Pistol Whip/Buttstroke/Improvised Weapons: HA +3d6 (13d6 w/STR and Fists of Rage) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (Improvised Weapons or Signature Weapons; -1/2) 1

2u 4) SIG Sauer P226RDAK 9mm Auto: (Total: 40 Active Cost, 17 Real Cost) RKA 1d6+1, +1 Increased STUN Multiplier (+1/4), 4 clips of 16 Charges (+1/4) (30 Active Points); OAF SIG Sauer P226RDAK (-1), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 12) plus +2 with Ranged Combat (10 Active Points); OAF SIG Sauer P226RDAK (-1) (Real Cost: 5)

2u 5) Sticks And Stones Will Break Your Bones: HKA 2d6 (3 1/2d6 w/STR) (30 Active Points); OIF (Improvised Weapons of Opportunity; -1/2) 3

2u 6) Trick Shooting or Improvised Whips: Telekinesis (30 STR), Fine Manipulation (55 Active Points); OIF (-1/2), Strength Based On DC's Of Weapon Used Power loses about a third of its effectiveness (-1/2), Only For Trips, Disarms, Pushing Buttons Or Levers, Knocking Things Over Or Causing Damage Power loses about a third of its effectiveness (-1/2) 5

 

Perks

25 Super-Agent: Fringe Benefit: Captain, Concealed Weapon Permit (where appropriate), Federal/National Police Powers, License to Kill, Membership Section 1188 - Dead Man's Hand, Security Clearance - Top Secret Qualification

 

Skills

24 Skilled Warrior: +3 with All Combat

3 Combat Driving (Motorcycles) 13-

3 Deduction 12-

3 Fast Draw 13-

2 Navigation (Land) 12-

3 Paramedics 12-

3 Scholar

1 1) KS: Comic Books (2 Active Points) 11-

1 2) KS: Espionage World (2 Active Points) 11-

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

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

1 5) KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

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

2 7) KS: Mythology, Legends and Lore (3 Active Points) 12-

1 8) KS: Science Fiction & Fantasy (2 Active Points) 11-

3 Scientist

1 1) SS: Cryptozoology 11- (2 Active Points)

2 2) SS: Medicine 12- (3 Active Points)

1 3) SS: Parapsychology 11- (2 Active Points)

1 4) SS: Physics 11- (2 Active Points)

2 5) SS: Zoology 12- (3 Active Points)

3 Stealth 13-

3 Streetwise 12- (17-)

8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-

3 Tracking 12-

3 Weaponsmith (Firearms, Improvised Weapons) 12-

 

Total Powers & Skill Cost: 243

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Unusual Eyes, Pallid and Cool To The Touch (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Enraged: Those Who Target The Weak (Uncommon), go 11-, recover 11-

15 Hunted: Soulrider 8- (Mo Pow, Harshly Punish)

15 Hunted: The Enemies of The Eternal Champion 11- (As Pow, Harshly Punish)

25 Hunted: The Hatebound 11- (Mo Pow, NCI, Harshly Punish)

10 Psychological Limitation: Doubts His Humanity (Uncommon, Strong)

15 Psychological Limitation: Moody, Emotional and Sentimental (Common, Strong)

20 Psychological Limitation: Selfless, Puts Safety of Innocents Before His Own (Common, Total)

15 Social Limitation: Covert Operative (Frequently, Major)

5 Susceptibility: Sight Group Flashes or Bright, Powerful Light Sources, 1d6 damage Instant (Uncommon)

10 Vulnerability: 1 1/2 x Effect Sight Group Flashes (Common)

 

Total Disadvantage Points: 150

 

Background/History: Peter Leskow grew up as best friends with Roland Walker, and always felt as if he'd known Rolls for even longer than they'd been alive. After high school, the two young men split apart, keeping in touch by mail, but Peter knew there were things that Rolls didn't tell him.

 

Then came Afghanistan. Peter was a Force Recon Marine, and Rolls was a Task Force 160 pilot assigned to dropping the Force Recon troops into an area where the Soviets once had their deadly Chemical and Biological Weapons factory. Force Recon was supposed to go in and prevent it being taken over by Afghan insurgents. That was the official story. But Roland Walker was supposed to intercept a team of mysterious raiders looking to unleash hell upon the world. In the process, Peter was bitten by a zombie-like victim of a released contagion. Battling through the mystery commandos and zombies, Rolls managed to find an antidote for Peter's infection, staving off his transformation into a cannibalistic superhuman. But in return, Peter was granted enormous strength, nightvision, and almost superhuman endurance and resistance to injury.

 

Walker, wracked with guilt, brought his friend into Section 1188 - the Dead Man's Hand. Now, Peter is involved with fighting the secret wars that happen beyond the scope of everyday man, battling the creatures that go bump in the night, all the while realizing that he is one of their kind. In recognition of his new condition, he's gone by an update of his childhood hero name (Captain Pollack) as his Dead Man's Hand codename - Captain Deadboy.

 

Personality/Motivation: Peter is a very emotional young man who grew up wanting to be a hero, just like the characters he saw on TV or read about in novels and comic books. It's part of what turned a shy young man into a Force Recon Marine, and later gave him the willpower to shrug off the effects of turning into a blood drinking ghoul. He is dedicated to his brother from another mother, Rolls. Though they are not related in any way, they have bonds of family that are impossible to break. Rolls thinks that Peter might be the reincarnation of Endiku, the man-bull who was Giglamesh's best friend (and an earlier incarna of the Eternal Champion). Peter just says it's because they were comic-book geeks when they were kids.

 

As a child, he was a huge fan of Captain America, and often engaged his friend Rolls in "who's better" conversations (Batman vs. Captain America). As such, he earned the nickname "Captain Pollack", and was one half of the team of Captain Pollack and Blackman. He strives to live up to the ideals of heroism and idealism as his childhood hero. He will not harm an innocent, ever, will not use tactics that could cause someone harm, and will destroy anyone who threatens bystanders. He particularly hates those who harm children.

 

Peter is terrified of giving in to his monsterous nature, and struggles to control his blood rages. He is horrified, even if he kills an enemy combatant under his blood rage.

 

Quote: "Put the tentacles up, Cthooby. You have the right to remain silent. Damn it, I said put the tentacles up. Ok... spawn of an elder God or not, I'm kicking your ass. You happy now, Cthooby? Suck-faced calamari jump-punk!"

 

Powers/Tactics: Peter is not quite alive, and yet, he is filled with an unnatural vitality. As such, he possesses remarkable physical attributes, including incredible strength, regeneration, a low level of invulnerability (few small arms can harm him), and a few other sundry abilities. He has excellent night vision, his fists can shatter brick walls, and he can lift nearly a full ton. Also, when he braces himself, few things on Earth have the strength to move him. He is also immune to extremes of heat and cold, can hold his breath for great lengths of time, and is immune to any and all diseases.

 

Peter is a resourceful combatant as well. In addition to his pet SIG Sauer and Newt Livesay Air Assault combat knife, he is skilled at turning ordinary objects into effective clubs or lethal weapons - his favorite improvisation is the Redneck Katana, a length of rebar used as a sword. As a marksman, he is simply amazing. He can ricochet shots off of surfaces to strike enemies from odd angles, and he can use shots to push buttons, knock things over, flip levers, or disarm enemies at a distance.

 

Peter's greatest abilities, however, are his willpower. He is almost impossible to frighten or intimidate, and his stubbornness not only protected him from the Resurrection Plague that transformed him, but also protects him from various forms of psychic assault. While not brilliant, he is smart and well versed in several subjects. He's a competent investigator as well.

 

Thanks to his Section 1188 clearance, he has several benefits available to him as well, including a license to kill.

 

Peter's only weaknesses are the blood rage that occurs when he has to heal large amounts of Body (such as during a resurrection) and his sensitive vision - he's vulnerable to sight flashes.

 

Campaign Use: Peter Leskow, Captain Deadboy is a monster hunting monsters. Not quite a vampire, not quite a zombie, he is as far from the cool, hip, sword-slinging Blade as he is from his childhood hero Captain America. He greatly fears his own true nature, which is that of being a revenant. His reluctance to feed keeps him from tapping the true depths of what real vampires are capable of, although he is certain of his own vampiric nature. Section 1188 is a powerful, covert organization charged with protecting the world against threats that are beyond the scope of normal espionage, military and law enforcement. As such, he is involved with cases ranging from supernatural creatures to alien invasions to dark and powerful cults. To up Peter's abilities, increase his armor, Regeneration, and boost his Multipower and add a Smith and Wesson Model 29 .44 Magnum and a FN FAL with a Scope (Telescopic Vision - OAF) as well as increase the damage on his Trick Shots and Richochet Shots to match these guns. Increasing his Offensive PRE also could help, to make him more fearsome and intimidating, as well as making his senses more accute. Peter is a Pocket Brick, capable of causing great damage and soaking it up. Also, remember, his Defensive PRE is 40. It would take a Cthulloid God to make him flinch in fear.

 

Plot Seed: The Hatebound (The anti-New Circle/JLA, gone mystical and evil) have captured the Eternal Champion (Roland Walker - Blackman) and are preparing a ceremony to slay him in such a way that he will not be able to reincarnate ever again. Peter, desparate, seeks the PCs' aid in battling these enemies and recovering his friend. But what happens if Rolls dies anyway? Will a despondant Leskow lash out in rage, and can the PC's control him?

 

Plot Seed: Peter, after a battle with a full vampire, received horrible wounds, and when the blood rage struck, the closest meal is the mortally wounded vampire. Drinking deeply, Peter's body undergoes a greater change. His strength increases, he's almost completely immune to harm, he can grow claws and fangs, and he's gained the preternatural Vampiric speed (Teleport and Flight). He's also struggling against his increased appetite and blood rage. Now, the urge to feed is even stronger. Can the PC's find a way to cure him before he gives in to his darkness? Don't forget, with his strength increased, it also increases his improvised weapons attacks, and he still has the Fists of Rage.

 

Plot Seed: One of the PC's is a vampire or other creature of the night, and Peter investigates him. He's a relentless hunter, and he has official sanction to track down this monster. Can the PCs convince Peter that their ally is a noble hero and defender of the innocent?

 

Appearance: Peter has a boyishly young, unlined face, although his skin is pale and sallow and his brown hair is streaked with gray. The most unusual things about him are his eyes - brown with streaks of metallic blue that almost seem to glow in the dark when light reflects off them. Peter dresses in casual clothes, although his combat uniform is a dark jacket with tan-colored pants and sand-colored boots. He wears a gunbelt for his SIG and his knife and carries spare magazines with it. When not prepped for combat, he wears his pistol and knife under a loose, open, untucked shirt worn over a t-shirt or a sweatshirt. On his right wrist (he's left handed) he often wears a studded leather bracelet, and he wears red "Chuck Taylor All Stars."

Link to comment
Share on other sites

Guest Skaramine

Re: The New Circle

 

Nice. I was about to say a good version of the comic book Hannibal King, but I'm not sure that's what you were going for.

 

(Random rant: You know, the comic book versions are so much better then the movies.)

 

Looks like a fun character, none the less.

Oh hey! Now I remember the Midnight Sons first issue. The scene where a girl got hit by a car and Hannibal King was looking at the blood slick for a long time.

 

You probably did find his origin there. Hannibal King - mil spec. :D

Link to comment
Share on other sites

Guest Skaramine

Re: The New Circle

 

Great quote! and a very Hellboy-ish feel to the character.

 

Do we get to see Gilgamesh, er, "The Eternal Champion"? I didn't see him in your character thread, either.

He's coming later today. :D

Link to comment
Share on other sites

Has anyone thought up a mystical analog of theas villians?

 

...Deathstroke The Terminator?

...Staro The Conquer?

...Darkside?

I don't even know enough of Deathstroke or Starro -- aside from the Teen Titans cartoon and Batman: Beyond cartoon. Teensy bit different, from what I understand.

 

Darkseid, I guess, would give a chance to actually use that Nega-Beam power from the USPD. :eek: But that's a bit too high-power for me.

Link to comment
Share on other sites

Okay, this is 3 of 4. I didn't quite break the Hero system with to get his powers done, but there was definate bending involved. I'm particularly happy with the power names... :)

 

Piper

 

Alternate IDs:

 

Val Char Cost

20 STR 10

25 DEX 45

23 CON 26

15 BODY 10

13 INT 3

18 EGO 16

20 PRE 10

8 COM -1

 

10/15 PD 6

5/8 ED 0

5 SPD 15

9 REC 0

46 END 0

40 STUN 3

 

8" RUN 4

3" SWIM 1

3" LEAP -1

Characteristics Cost: 147

 

Cost Power

37 Piper's Pipe: Multipower, 75-point reserve, all slots: (75 Active Points); OAF (-1)

3u 1) Skirling: Change Environment 32" radius, -5 : OCV, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); No Range (-1/2), No Effect Vs. Hearing Flash Defense (-1/4) (uses Personal END)

2u 2) Piping: Summon 115-point Rats (x32 Number Of Beings), Amicable (Loyal; +1/2) (72 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) (uses Personal END) [Notes: Use "Tiny Mammal" from the Bestiary.]

1u 3) Tootling: Mind Control 7d6, Area Of Effect (4" Any Area; +1) (70 Active Points); Limited Class Of Minds (children; -1), Set Effect ("Follow Me!"; -1), Does Not Provide Mental Awareness (-1/4), Limited Range (within hearing range; -1/4) (uses Personal END)

 

25 Rats, Rats Wherever I Goes: Endurance Reserve (180 END, 15 REC) Reserve: (33 Active Points) REC: (15 Active Points); Limited Recovery (-1)

75 Rats Are Useful Joes: Multipower, 94-point reserve, all slots: (94 Active Points); Physical Manifestation (-1/4)

4u 1) Rats March In Rows: +30 PRE, Does Knockdown (+1/4), Uncontrolled (+1/2), Area Of Effect (5" Any Area; +1) (82 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Only Vs. Targets On Ground (-1/2) (uses END Reserve)

4u 2) Rats Nibble Your Toes: Killing Attack - Ranged 1d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Indirect (out of sewers and sewer pipes; +1/4), Penetrating (+1/2), Uncontrolled (+1/2), Area Of Effect (7" Any Area; +1), Continuous (+1) (90 Active Points); Only Vs. Targets On Ground (-1/2), Physical Manifestation (-1/4) (uses END Reserve)

5u 3) Rats Eat Your Nose: Killing Attack - Ranged 1 1/2d6 (vs. PD), Indirect (out of sewers and sewer pipes; +1/4), Area Of Effect (One Hex; +1/2), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (94 Active Points); Only Vs. Targets On Ground (-1/2), Physical Manifestation (-1/4) (uses END Reserve)

1u 4) Rats Stop My Woes: Killing Attack 0d6 +1 (vs. PD), Trigger (+1/4), Uncontrolled (+1/2), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (19 Active Points); Extra Time Extra Segment, Only to Activate Constant or Persistent Power (-1/4), Only If On Ground (-1/4) (uses END Reserve)

2u 5) Rats Tell Me What Goes: Clairsentience (Sight And Hearing Groups), Sense Affected As Mind Link (+0), Uncontrolled (+1/2) (45 Active Points); Gradual Effect (1 Turn (Post-Segment 12); -1/4), Only Vs. Targest On Ground (-1/4), Must Pass Through Intervening Space (-1/4) (uses END Reserve)

20 Rats Watch My Foes: Danger Sense (Area: Immediate Vicinity, Intuitional, Sensitivity: Any Danger), Sense Affected As Mind Link (+0) (25 Active Points); Physical Manifestation (-1/4) 12-

23 Rats Always Knows: Mind Link (Rats), Number of Minds (x32) (35 Active Points); Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4)

 

12 Nobody You'd Notice: Invisibility to Sight Group, Reduced Endurance (0 END; +1/2) (30 Active Points); Only When Not Attacking (-1/2), Requires A Concealment Skill Roll (-1/2), Bright Fringe (-1/4), Limited Effect (-1/4)

5 Knows His Turf: Teleportation 3", Megascale (1" = 1 km; +1/4), Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2) (12 Active Points); Gradual Effect (20 Minutes; -1), Must Pass Through Intervening Space (-1/4)

10 Ragged Armor: Armor (5 PD/3 ED) (12 Active Points); IIF (-1/4)

4 Ragged Clothing: Lack Of Weakness (-3) for Normal & Resistant Defenses (6 Active Points); OIF (-1/2)

1 Scrounging: Life Support , Eating: Character only has to eat once per week

3 Living with Rats: Life Support , Immunity: Rat-borne diseases

 

Powers Cost: 237

 

Cost Martial Arts Maneuver

5 Hands That Claw: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike [Notes: 8d6 with STR]

4 Teeth That Bite: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 [Notes: 1d6+1K with STR]

5 Scurry: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

Martial Arts Cost: 14

 

Cost Skill

10 +2 with DCV

8 Defense Maneuver: I-III

3 Rat Tricks (Power Skill) (PRE-based) 13-

2 Animal Handler (Rodents) 13-

3 Breakfall 14-

3 Climbing 14-

3 Concealment 12-

3 Contortionist 14-

3 Deduction 12-

3 Disguise 12-

3 Lockpicking 14-

3 Mimicry 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 13-

4 Survival (Urban) 13-

3 Teamwork 14-

3 Tracking 12-

3 Ventriloquism 12-

5 AK: Sewers 14-

3 KS: Rodents 12-

Skills Cost: 77

 

Cost Perk

20 Followers: Rodents Of Unusual Size (x2, 75 Base, 40 Disad) [Notes: Use "Giant Rat" from the Bestiary, replacing "Animal Intelligence" disadvantage with "Loyal to Piper".]

Perks Cost: 20

 

Cost Talent

4 Double Jointed

1 Environmental Movement (no penalties on/in Sewers)

Talents Cost: 5

 

Total Character Cost: 500

 

Pts. Disadvantage

25 Dependent NPC: Rats 11- (Incompetent; Group DNPC: x2 DNPCs)

5 Distinctive Features: Homeless (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Enraged: Cruelty to Animals (Uncommon), go 11-, recover 11-

15 Hunted: The New Circle 8- (Mo Pow; Harshly Punish)

10 Hunted: Police 8- (Less Pow; Harshly Punish; Extensive Non-Combat Influence)

5 Hunted: Rats 14- (Less Pow; Watching)

10 Money: Destitute

20 Psychological Limitation: Code Vs. Killing (Common; Total)

15 Psychological Limitation: Hates Animal Testing (Uncommon; Total)

5 Psychological Limitation: Shy (Uncommon; Moderate)

10 Social Limitation: Prefers Rats To People (Frequently; Minor)

10 Psychological Limitation: Secretly Tithes To Charity (Common; Moderate)

5 Social Limitation: Speaks In Rhyme (Occasionally; Minor)

 

Disadvantage Points: 150

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background/History: Even Piper probably does not remember hs real name or history; it is something he's deliberately tried to forget. For as long as he can remember, he has been homeless, one of the forgotten street people that nobody sees. He lived in the sewers of the city, his only friends and companions his pet rats - some unusually large and intelligent, no doubt because of the effects of animal testing upon them...

 

Then came the night he was scrounging in the museum's trash. He found a slightly tatty, musical pipe, possibly thrown out by accident. He liked the pipe, and taught himself to play it. He found that his friends, the rats, liked his piping. They really liked his piping.

 

Over time, as more and more of his friends came to listen to his piping, he found that he could understand them better. And that they would listen to him, and help him out when he needed them. He realized that they could help him strike back, to show the Haves that the Have Nots could not be ignored...

 

Personality/Motivation: Piper is half-mad and loney, with only his rats for company for too many years. His despair over his sad life, and his anger over the way society has treated him and his rat friends are his main motivations. When he sees the wealthy, the beautiful, the ones who have everything, he wants them to learn what it means to have nothing. He wants to make them pay for what they have, and for what they have taken for granted.

 

However, he also has a soft-hearted side that his opponents will rarely see. He cares deeply for his rat friends, and for any suffering animal. He will be enraged by cruelty to animals, even to the point of endangering himself. He also has great empathy toward homeless, abandoned, and abused children. He will watch over them from the sewers, making sure they reach safety. And he secretly gives any wealth he steals to charities that help animals and children.

 

Quote: "The Cats are away; Now the Rat gets to play..."

 

Powers/Tactics: Piper will usually start with "Rats March In Rows", spending enough END for the power to continue a few phases. He'll then follow with "Rats Nibble Your Toes" and "Rats Eat Your Nose", again spending enough END for the powers to continue. While his opponents are being gnawed on, he'll use his "Skirling" to reduce their OCV, limiting their ability to fight back or to end any of his "Rats Are Useful Joes" powers (by destroying the Physical Manifestation). His two Followers will protect him.

 

Against opponents with Foci, Piper will use "Rats Eat Your Nose" to attack both the character and his or her foci. When facing foes with high defenses, Piper will attack with multiple Uncontrolled attacks against the same target, to increase the damage inflicted. Against foes with ranged attacks or against flyers, he'll have to rely on ambushes.

 

Campaign Use: Piper would be a good archenemy for a Gadgeteer or Weapons Master - someone who is probably wealthy. He can be a particularly good villain to show up when the glamour and fame of superheroics is in evidence. He can be used to remind the player characters that, although they fight occult dangers, they can't do much against the little evils of modern society - like poverty and homelessness. Although he might get fixated on anger toward a wealthy player character, he's unlikely to be more than malicious unless the player character really trips his triggers (e.g., cruelty to animals). If convinced of the player character's philanthropy, Piper might even be argued into giving up his grudge.

 

To make Piper more of a credible threat against a team of superheroes, increase the number of his Followers. Piper would also be a good recruit for a villain team dedicated to opposing the New Circle - so long as Piper's particular foe is a member of the New Circle or remains his foe.

 

Plot Seed: A wealthy player character is attending a charity gala, either in his secret identity or in his heroic identity. The city's richest patrons of charity are in attendance, willing to give and hoping to be seen doing so. In the middle of the event, rats suddenly scurry out (summoned by Piper's "Piping" power), and in the confusion begin snatching jewelry from the wealthy attendees. Once the player character takes action, Piper shows up to defend his friends - he sends swarms of rats to nibble the toes of the wealthy attendees, leaving the player character with the dilemma of stopping Piper or saving the bystanders...

 

Plot Seed: The player characters are called in because all of the city's hospitals and medical centers have had their test animals turn up missing, together with reports of pipes or flutes echoing up from the sewers. Piper has been liberating all the test animals, and taken them to safety with him in the sewers. Unbeknownst to the player characters, though, one or more of the medical research labs was a front for DEMON experimenting on animals. Some of the test rats are giants, some even have strange powers (e.g., breathe fire) - and all of these are only barely under Piper's control. Once the player characters confront Piper, the DEMON experiments will turn on Piper when the battle goes against him. Whether or not the player characters try to rescue Piper, in the aftermath of the battle he is missing, disappeared into the sewers he knows so well.

 

Plot Seed: The city newspaper runs a story on the Piper - alleging that he has been luring homeless children to him. With the story of the Pied Piper of Hamlin, the city begins to grow fearful for their own children. If one of the player characters is an investigator or detective type, he will probably try to find the Piper - but in his search, will discover that Piper has been helping the children find their way to homeless shelters. With the city stirred against Piper, will the player character defend his innocent enemy from them?

 

Appearance: Short, hunched man of indeterminate age. He is grubby and dirty, often smelly. He wears tatters and rags, concealing the ragged armor he has put together to protect himself. He usually has a rat sitting on his shoulder, and others riding in his pockets. His two very large pets, Greed and Gluttony - rodents of unusual size - accompany him everywhere, like trained dogs.

Link to comment
Share on other sites

Fourth and final: the cold captain (ship to follow). :)

 

Van der Decken

 

Alternate IDs: Capt. Hendrick Van der Decken

 

Val Char Cost

30 STR 20

20 DEX 30

25 CON 30

17 BODY 14

10 INT 0

18 EGO 16

25 PRE 15

8 COM -1

 

15 PD 9

10 ED 5

4 SPD 10

10 REC -2

50 END 0

45 STUN 0

 

6" RUN 0

3" SWIM 1

6" LEAP 0

Characteristics Cost: 147

 

Cost Power

13 Cold Iron Cutlass: Multipower, 26-point reserve, all slots: (26 Active Points); OAF (-1)

1u 1) Blade: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Affects Desolidified (vs. Ghosts; +1/4), Reduced Endurance (0 END; +1/2) (26 Active Points)

1u 2) Hilt: Hand-To-Hand Attack +3d6, Affects Desolidified (vs. Ghosts; +1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); Hand-To-Hand Attack (-1/2)

31 Chill of the Grave: Energy Blast 2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), No Normal Defense (vs. LS: Immune to Cold; +1) (47 Active Points); Always On (-1/2)

 

37 Cold Breath of the Grave: Multipower, 55-point reserve, all slots: (55 Active Points); No Range (-1/2)

3u 1) Hoary Breath: Change Environment 2" radius, -2 : DCV, -2 DEX Roll and all Skill Rolls based on DEX, -2 Temperature Level Adjustment, Long-Lasting: 20 Minutes, Multiple Combat Effects, 4" Cone (instead of 2" radius; +0), Personal Immunity (+1/4) (51 Active Points); Only Affects Targets On Ground (-1/4)

4u 2) Freezing Breath: Energy Blast 4d6, Area Of Effect (4" cone; +3/4), No Normal Defense (vs. LS: Immune to Cold; +1) (55 Active Points)

2u 3) Icy Breath: Entangle 5d6, 5 DEF (50 Active Points); Vulnerable (Heat and Flame; -1/2)

 

7 Only A Flesh Wound: Damage Resistance (9 PD/5 ED)

40 Undead: Energy & Physical Damage Reduction, Resistant, 50% (60 Active Points); STUN Only (-1/2)

44 Not Alive: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in Intense Cold, Self-Contained Breathing, Sleeping: Character does not sleep

25 Tireless: (Total: 25 Active Cost, 25 Real Cost) +0 STR, Reduced Endurance (0 END; +1/2) (Modifiers affect Base Characteristic) (Real Cost: 15) plus 0" Running (6" total), Reduced Endurance (0 END; +1/2) (Real Cost: 6) plus Swimming 0" (3" total), Reduced Endurance (0 END; +1/2) (Real Cost: 1) plus Leaping 0" (6" forward, 3" upward), Reduced Endurance (0 END; +1/2) (Real Cost: 3)

Powers Cost: 208

 

Cost Martial Arts Maneuver

5 Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike [Notes: 2d6K with Blade, 9d6 with Hilt]

5 Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike [Notes: 3d6K with Blade, 12d6 with Hilt]

5 Fleche: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove [Notes: 2d6K+v/5 with Blade, 9d6 with Hilt]

4 Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block [Notes: 2d6+1K with Blade, 10½d6 with Hilt]

4 Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away

4 Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

Martial Arts Cost: 36

 

Cost Skill

10 +2 with HTH Combat

10 Defense Maneuver: I-IV

5 Rapid Attack (HTH)

3 Breakfall 13-

3 Bribery 14-

3 Climbing 13-

3 Combat Sailing 13-

3 Fast Draw 13-

2 Gambling 11-

3 Interrogation 14-

3 Navigation (Dimensional, Marine) 11-

3 Oratory 14-

2 Survival (Arctic/Subarctic) 11-

3 Tactics 11-

3 Teamwork 13-

3 Trading 14-

3 Weaponsmith (Firearms, Muscle-Powered HTH) 11-

3 PS: Dread Pirate (PRE-based) 14-

3 TF: Large Wind-Powered Boats, Small Rowed Boats, Small Wind-Powered Boats

2 WF: Common Melee Weapons

3 Linguist

0 1) Language: Dutch (idiomatic; Native)

2 2) Language: English (completely fluent)

1 3) Language: Chinese (fluent conversation)

1 4) Language: French (fluent conversation)

1 5) Language: Spanish (fluent conversation)

3 Traveler

4 1) AK: Cape of Good Hope 14-

1 2) AK: Atlantic Ocean 11-

1 3) AK: Indian Ocean 11-

Skills Cost: 90

 

Cost Perk

4 Contact: Chang Kar Wai (Contact has access to major institutions, Contact has: very useful Skills or resources) 8-

0 Fringe Benefit: Ship's Captain

52 Vehicle: The Flying Dutchman (260 Base, 50 Disad)

Perks Cost: 56

 

Cost Talent

6 Ambidexterity (Reduce Off Hand Penalty to -1)

3 Bump Of Direction

2 Environmental Movement (no penalties on/in Poor Footing)

2 Environmental Movement (no penalties on/in Shipboard)

Talents Cost: 13

 

Total Character Cost: 550

 

Pts. Disadvantage

20 Distinctive Features: Frozen Dead Captain (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: The New Circle 11- (Mo Pow; Harshly Punish)

5 Hunted: Haunt 8- (Less Pow; Harshly Punish)

10 Psychological Limitation: Fear of the Sea (Uncommon; Strong)

10 Psychological Limitation: Mercenary (Common; Moderate)

15 Psychological Limitation: Vengeful (Common; Strong)

20 Psychological Limitation: Will Not Harm Innocent Women and Children (Common; Total)

10 Reputation: Captain of the Flying Dutchman 11-

15 Social Limitation: Not Alive (Very Frequently; Minor)

10 Susceptibility: Holy Objects 2d6 damage, Instant (Uncommon)

15 Susceptibility: Holy Ground 2d6 damage, per Turn (Uncommon)

 

Disadvantage Points: 150

Base Points: 400

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background/History: It was 1641, and Captain Van der Decken was pleased with his trip to the Far East for the Dutch East India Company. As his ship rounded Africa, he failed to notice the dark clouds looming over the Cape of Good Hope - until the lookout screamed a warning. But it was too late; the storm had them. His crew battled the fierce storm for endless hours, and just as he thought they had won free, the ship hit treacherous, submerged rocks. As his men deserted, and as his ship sank about him, he screamed out a curse: "I swear I WILL round the Cape, even if I have keep sailing until Doomsday!"

 

Whether it was Heaven or Hell that heard his oath, his curse was granted. Cold and alone, Captain Van der Decken has helmed the Flying Dutchman, sailing the frozen storms of the Dunkle Zee or on the Cape. Those mortal sailors unlucky enough to spot his brig in the Cape storms have met only ill-luck or death.

 

So he might have continued for eternity, except that Chang Kar Wai send his ghostly minion Arthur Wellington Smyth Jacoby into the Dunkle Zee on the edge of death that Van der Decked was doomed to sail forever. The ghost promised to show Van der Decken the route out of the Dunkle Zee, freeing him to roam mortal seas once more - if Van der Decken would agree to help with the New Circle...

 

Van der Decken was as good as his word, and the attack of his ghostly brig distracted the New Circle long enough for Chang Kar Wai's needs. Van der Decken escaped capture, but has returned time and again to harry the New Circle, and be hunted by them in return.

 

Personality/Motivation: Van der Decken was trapped, sailing his ghost ship, fighting storms alone on the Dunkle Zee for over three-hundred years. His curse cut him off from both Heaven and Hell, so he feels beholden to neither. However, he fears their power, and fears that he will again be trapped in the Dunkel Zee. He now fears the sea. He rarely sails the Flying Dutchman out of sight of land, and prefers to keep her sailing in storms over the shore.

 

Having no faith in Heaven nor loyalty to Hell, Van der Decken is interested only in his own benefit. He is a mercenary, willing to perform tasks to whomever can offer him something that he wants. Occasionally, he works for Chang Kar Wai or other villains. He is also bitter and vengeful; if once defeated, he will continue to hunt his foe until he is the victor.

 

Quote: "I have been cursed by Heaven and Hell for three-hundred years - if They could not defeat me, how can you hope to?"

 

Powers/Tactics: In combat, he will generally use his "Hoary Breath" on the battlefield first. Then follow with "Freezing Breath" while advancing. Once in hand-to-hand range, he will fence with his cutlass (at the same time inflicting his "Chill of the Grave" on his opponent). Van der Decken is most vulnerable to mentalists and to flyers with ranged attacks.

 

Campaign Use:

 

Appearance: Livid, blue undead corpse of a 1600s captain. He is always ice-rimmed, and his breath is cold. His cutlass blade is rusted and corroded, although still keen, and bitingly cold to the touch.

 

The Flying Dutchman is a brig, a sailing ship slightly smaller than a galleon. She is always illumined by eerie, red St. Elmo's fire. She can sail even on a windless sea, and in storms can sail into the skies.

Link to comment
Share on other sites

The Flying Dutchman

 

Player: Van der Decken

 

Val Char Cost

70 STR 0

10 DEX 0

25 BODY 3

4 SPD 20

 

0" RUN -12

4" SWIM -2

0" LEAP 0

Characteristics Cost: 81

 

 

Cost Power

32 Wings of the Storm: Change Environment 2" radius, -2 PER Roll: Hearing Group, -2 PER Roll: Sight Group, -2 Temperature Level Adjustment, -5" Flight or Gliding, Multiple Combat Effects, Personal Immunity (+1/4), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (80 Active Points); Gradual Effect (20 Minutes; -1), No Range (-1/2)

 

3 Brig's Sails: Multipower, 8-point reserve, all slots: (8 Active Points); OAF (-1), Limited Maneuverability (-3/4), Cannot Move Backwards (-1/4)

1u 1) Sail Through Storms: Flight 4", Conditional Power (Power only works in storms; +0) (8 Active Points) [Notes: 6 mph Full Flight, 12 mph Noncombat Flight]

1u 2) Sail Through Waves: Swimming +4" (4" total) (4 Active Points); Surface Only (-1) [Notes: 6 mph Full Sail, 12 mph Noncombat Sail]

3 Full Rig: +10 BODY (10 Active Points); Partial Coverage (sails only; -2)

10 Full Rig: x3 masts (total of 3) (10 Active Points)

9 Sail the Dunkle Zee: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4)

 

17 Thirty-Two Pounders: Killing Attack - Ranged 3d6 (vs. PD), Affects Desolidified (vs. Ghosts; +1/4), Increased Maximum Range (7000"; +1/2) (79 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), OIF Bulky (-1), Limited Arc of Fire (One Hex Row; -3/4), Only on the same horizontal level (-1/4), 12 Charges (-1/4)

20 Thirty-Two Pounders: 15 more Thirty-Two Pounders (total of 16) (20 Active Points)

11 Eighteen Pounders: Killing Attack - Ranged 2d6 (vs. PD), Affects Desolidified (vs. Ghosts; +1/4), Increased Maximum Range (4625"; +1/2) (52 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), OIF Bulky (-1), Limited Arc of Fire (One Hex Row; -3/4), Only on the same horizontal level (-1/4), 12 Charges (-1/4)

25 Eighteen Pounders: 23 more Eighteen Pounders (total of 24) (25 Active Points)

6 Swivel Guns: Killing Attack - Ranged 1d6 (vs. PD), Affects Desolidified (vs. Ghosts; +1/4) (19 Active Points); OIF Bulky (-1), Extra Time Extra Phase (-3/4), 12 Charges (-1/4)

15 Swivel Guns: 7 more Swivel Guns (total of 8) (15 Active Points)

26 Brig's Anchor: +70 STR, Reduced Endurance (0 END; +1/2) (105 Active Points); Partial Coverage (-2), OIF Bulky (-1)

Powers Cost: 179

 

 

Total Character Cost: 260

 

Pts. Disadvantage

25 Distinctive Features: Brig Illumined By Red Aureoles (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Parapsychic Researchers 11- (Less Pow; Mildly Punish; PC has a Public ID or is otherwise very easy to find)

15 Reputation: The Flying Dutchman 11- (Extreme)

Disadvantage Points: 50

Base Points: 210

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Link to comment
Share on other sites

Guest Skaramine

Re: The New Circle

 

A cold captain.

A Piper.

A man with throwing weapons decorating his jacket.

 

Captain Cold.

The Piper.

Captain Boomerang.

 

I'm a bit of a Flash junkie.

Link to comment
Share on other sites

A cold captain.

A Piper.

A man with throwing weapons decorating his jacket.

 

Captain Cold.

The Piper.

Captain Boomerang.

 

I'm a bit of a Flash junkie.

Well... I did warn you that they were intended as "hints" to the fact that The Fairest = Mirror Master. ;)

 

... and I'm particularly proud of the fact that I turned the (half-)Australian villain, Captain Boomerang, into a ninja. :winkgrin:

 

 

I thought the Dutchman was meant as a foe of a PC ghost or sea based character?

Since the tribute characters were straying so far from their originals, I decided to make them a little more useful to anyone who wanted to use them, by targeting their backgrounds so they'd be good "archenemy" villains. That's actually helped me, because now I've got ideas on how to use them in my own game.

Link to comment
Share on other sites

Re: The New Circle

 

Dimensional Commandoes 5

Q-man

Hair/eye color- no hair, red eyes

Height/mass- 6'5", 300 lbs.

Nationality-American

Place of birth-Boston.

Date of birth- August 2, 86

 

STR 60

DEX 15

CON 15

BODY 15

INT 15

EGO 12

PRE 16

COM 11

PD 12

ED 3

SPD 2

REC 15

END 30

STUN 52

 

OCV/DCV 5/5

ECV 4

PHASES 6,12

 

Powers

41 Not Really Alive: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

24 Q-Suit: Armor (8 PD/8 ED)

 

40 Qliphothic Immunity from Harm: Physical and Energy Damage Reduction, 50%

 

62 Qliphothic Body Control: Multipower, 62-point reserve

6u Q Flight: Flight 30" 60 pts

2u Q Vomit of Death Blast: Energy Blast 10d6, (50 pts), No Knockback (-1/4) Restrainable (-½) 28

3u Q Disruption of Magic: Absorption 6d6 (energy, magic), Can Absorb Maximum Of 38 Points' Worth Of Energy Damage, Absorption As A Defense (x2) (62 Active Points); Limited Phenomena (Magic attacks -1)

1u Q Field Radiation: Force Field (12 PD/12 ED), Hardened (x2; +1/2), 18

 

Qliphothic Body Control: 40 + 20 VPP Limited class of powers (Only to change his body/natural abilities, -1/2) Requires -1 worth of limitations -1/2, No Skill Roll Required (+1)

 

Cost Skill Roll

2 AK: Faerie 11-

2 AK: Land of Legend 11-

2 AK: Astral Plane 11-

2 AK: Boston 11-

2 AK: Babylon 11-

2 AK: Dream land 11-

3 Streetwise 12-

3 Survival: Other Dimensions 12-

2 Navigation 12-

3 Paramedics 12-

3 Stealth 12-

3 Shadowing 12 -

10 Defense Maneuver 4

4 choke hold

4 killing strike

4 martial disarm

3 martial grab

3 martial throw

3 sacrifice throw

4 martial dodge

12 + 3 damage classes

3 bump of direction

15 Combat sense

3 + 4 lightning reflexes

5 Membership: Trismegistus Council

 

Disadvantages 150 pts

30 Hunted By Demon 11- (mo pow, nci, harshly pun)

20 Hunted by V'han 11- (mo pow, limited area, pun)

20 Subject to Orders

10 Phys Lim: Weird body requires special medical attention infrequently, greatly.

10 DF: Q aura, not concealable, always noticed, detected with unusual senses.

10 Reputation, extreme: Weapon of mass destruction 11-

10 Hatred of Demon (Common, moderate)

10 Tries to avoid conflict when possible (Common, moderate)

20 Dependence: Must absorb some magical energy. Common, powers are affected 11- act, Incompetence, weakness, every 6 hours.

 

Characteristics Cost: 100

Powers Cost: 245

Skills Cost: 105

Total Cost: 450

 

Plot Hook 1) Q-man becomes involved in disaster relief of some kind in Boston, where he disappears. Clues point to a Demon morbane trying to recreate Luther Black's Demonflame Incident for his own gain, using the transformed boy's substance.

 

Plot Hook 2) A breach opens close to the characters' home city. The Commandoes respond, hoping to close the breach before anything comes through. Instead Q-man and the characters are drawn across. Then his protective armor begins to break down, exposing them to Qliphothic essence.

 

Plot Hook 3) Two more Q-men appear out of thin air. They call for the surrender of the world to their Grand Inquisitor. Any who oppose them will be executed. The original Q-man, the only one who could know a viable weakness has vanished. What is the connection, and can the players find it in time?

Link to comment
Share on other sites

Re: The New Circle

 

Well... I did warn you that they were intended as "hints" to the fact that The Fairest = Mirror Master. ;)

 

... and I'm particularly proud of the fact that I turned the (half-)Australian villain, Captain Boomerang, into a ninja. :winkgrin:

 

Love 'em all, even though I think I've seen that last trick somewhere...

 

Any chance we'll see Calhoun the fire elemental or the sorceror Bivolo-of-Many-Colours?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...