Friday, June 3, 2011
Wednesday, June 1, 2011
V&V Vendesday: Shockwave
Character Name: Shockwave Real Name: Miguel Freeman Side: Evil
Gender: Male Height: 6'1" Weight: 210 lbs Age: 26
Physical Description: A stocky, broad-shouldered man of mixed Hispanic-Caucasian descent. He has brown eyes, and short, curly black hair. His costume is a rather gaudy mix of yellow circular patterns emanating out from his chest over a green background.
STR: 12 END: 30 INT: 13 AGL: 12 CHA: 15
Level: 3rd XP: 33,254 Basic Hits: 5 Hit Points: 33 Healing Rate: 4.5/day
Movement: 55” Power: 67 Carrying Capacity: 496 lbs HTH Damage: 1d8
Damage Modifier: +1 Accuracy: +1 Detect Hidden: 10% Detect Danger: 14%
Inventing: 39% Inventing Points: 0.9 Reaction Modifier: -2 good/+2 evil
Training: Gain Weight (from End)
Powers/Talents
Absorption: Damage (physical attacks, or energy attacks with a physical/kinetic aspect to them only)
Heightened Endurance B: +17
Heightened Senses: Motion Awareness (highly sensitive to and aware of any nearby motions, effectively functioning as a form or radar sense, range 13”)
Natural Weaponry (martial arts): +1 to hit, +2 damage
Vibratory Powers (range 24”, 2d8 damage, PR=5, 24% destroy device on special attack, PR=2 to use as a defense)
Areas of Knowledge
Communications (postal), Crime
Character Notes/Origin/Personality: Miguel didn't seem to be the type to become a supervillain. He was a likable sort who had a decent job as a mailman. He would occasionally go bowling with his buddies, and have a brew every now and then, but overall kept to himself.
It all went downhill when he took a Social Security check for himself that was part of his regular mail delivery; Mr. Harris had just passed away, and that check wasn't going to do him any good at this point, so Miguel decided it wouldn't hurt if he could somehow cash it himself. A friend of a friend knew how to do such things, and Miguel had a little extra spending money that weekend.
Soon, Miguel began occasionally taking checks and various other items that were intended for the various people on his mail route. He was careful not to take anything that would be missed overly much, or could be traced back to him too easily. For a while he got away with it, but eventually he got busted. Event though most of the stuff he took wasn't that valuable in and of itself, stealing from the Postal System was a federal crime, and that meant a short stint in the federal pen.
Although his size managed to deter casual violence, Miguel quickly learned to defend himself from those who saw the big man just as another challenge. His stay in prison wasn't that long, but it certainly hardened the former mailman, who up to this point had seen himself as a not-bad person who was just getting a little extra here and there.
Upon getting out of jail, it was clear he couldn't get his old job back. A friend mentioned to him that there was a new supervillain in the area called the Scarlet Queen was looking for some henchmen to help her with her various crimes. More than anything, Miguel had wanted to get a new job somewhere and forget his time in prison, but his prospects didn't look good, so he eventually did wind up working for the Scarlet Queen.
The first few gigs went pretty well, and Miguel had managed to impress his new boss by keeping his cool and not screwing up. One night between jobs, the Scarlet Queen took a more personal interest in Miguel; for his part, having sex with the super-hot villain wasn't something he was going to shy away from, even if she was obviously kinda crazy. This went on for a few days, when she told Miguel that she believed that she could create superpowers in otherwise normal people. There was risk, of course, but the rewards were potentially great. Would he take the risk?
He did. There was pain, of course; the process hurt more than anything he had ever encountered before, but in the end Miguel had joined the ranks of the superhumans. After a few days of trying out his new abilities, he took on the name Shockwave, and began assisting the Scarlet Queen on more ambitious crimes.
In time, she turned her attentions to other criminal followers in her ranks, looking for both those who would satisfy her desires as well as prove suitable candidates to receive superpowers, making her group even more powerful. Miguel didn't mind her turning her attentions to the others; while they made an effective force to be reckoned with, he knew that her insanity would eventually trip her up, and he would just as well not be around to be caught when that happens. For the moment, he's still working for the Scarlet Queen, but is trying to work out a way that he can exit her group of followers (with his proper share of their ill-gotten loot, of course) without angering her or anyone else; the last thing he wants is for a group of supervillains led by a crazy supervillain to have a reason to go hunting him.
Personality-wise, Shockwave would prefer to pull off whatever crime he's attempting with a minimum of fuss. Although he won't shy away from a fight if necessarily, he won't engage in one for its own sake – violence is a means to an end, not an end in and of itself. He lacks the true 'killer edge' that some other superillains have, but on the other hand his lack of an inflated ego means he will wisely flee from an unwinnable fight instead of duking it out until the end.
Campaign Use: Shockwave can either be used as a part of the Scarlet Queen's supergroup, or he can break away and try his hand as a solo villain. His ability to phase through solid objects (via his Vibratory power) makes him an excellent thief, and his other powers can give most superheroes enough of a fight that he can usually escape before being captured.
Gender: Male Height: 6'1" Weight: 210 lbs Age: 26
Physical Description: A stocky, broad-shouldered man of mixed Hispanic-Caucasian descent. He has brown eyes, and short, curly black hair. His costume is a rather gaudy mix of yellow circular patterns emanating out from his chest over a green background.
STR: 12 END: 30 INT: 13 AGL: 12 CHA: 15
Level: 3rd XP: 33,254 Basic Hits: 5 Hit Points: 33 Healing Rate: 4.5/day
Movement: 55” Power: 67 Carrying Capacity: 496 lbs HTH Damage: 1d8
Damage Modifier: +1 Accuracy: +1 Detect Hidden: 10% Detect Danger: 14%
Inventing: 39% Inventing Points: 0.9 Reaction Modifier: -2 good/+2 evil
Training: Gain Weight (from End)
Powers/Talents
Absorption: Damage (physical attacks, or energy attacks with a physical/kinetic aspect to them only)
Heightened Endurance B: +17
Heightened Senses: Motion Awareness (highly sensitive to and aware of any nearby motions, effectively functioning as a form or radar sense, range 13”)
Natural Weaponry (martial arts): +1 to hit, +2 damage
Vibratory Powers (range 24”, 2d8 damage, PR=5, 24% destroy device on special attack, PR=2 to use as a defense)
Areas of Knowledge
Communications (postal), Crime
Character Notes/Origin/Personality: Miguel didn't seem to be the type to become a supervillain. He was a likable sort who had a decent job as a mailman. He would occasionally go bowling with his buddies, and have a brew every now and then, but overall kept to himself.
It all went downhill when he took a Social Security check for himself that was part of his regular mail delivery; Mr. Harris had just passed away, and that check wasn't going to do him any good at this point, so Miguel decided it wouldn't hurt if he could somehow cash it himself. A friend of a friend knew how to do such things, and Miguel had a little extra spending money that weekend.
Soon, Miguel began occasionally taking checks and various other items that were intended for the various people on his mail route. He was careful not to take anything that would be missed overly much, or could be traced back to him too easily. For a while he got away with it, but eventually he got busted. Event though most of the stuff he took wasn't that valuable in and of itself, stealing from the Postal System was a federal crime, and that meant a short stint in the federal pen.
Although his size managed to deter casual violence, Miguel quickly learned to defend himself from those who saw the big man just as another challenge. His stay in prison wasn't that long, but it certainly hardened the former mailman, who up to this point had seen himself as a not-bad person who was just getting a little extra here and there.
Upon getting out of jail, it was clear he couldn't get his old job back. A friend mentioned to him that there was a new supervillain in the area called the Scarlet Queen was looking for some henchmen to help her with her various crimes. More than anything, Miguel had wanted to get a new job somewhere and forget his time in prison, but his prospects didn't look good, so he eventually did wind up working for the Scarlet Queen.
The first few gigs went pretty well, and Miguel had managed to impress his new boss by keeping his cool and not screwing up. One night between jobs, the Scarlet Queen took a more personal interest in Miguel; for his part, having sex with the super-hot villain wasn't something he was going to shy away from, even if she was obviously kinda crazy. This went on for a few days, when she told Miguel that she believed that she could create superpowers in otherwise normal people. There was risk, of course, but the rewards were potentially great. Would he take the risk?
He did. There was pain, of course; the process hurt more than anything he had ever encountered before, but in the end Miguel had joined the ranks of the superhumans. After a few days of trying out his new abilities, he took on the name Shockwave, and began assisting the Scarlet Queen on more ambitious crimes.
In time, she turned her attentions to other criminal followers in her ranks, looking for both those who would satisfy her desires as well as prove suitable candidates to receive superpowers, making her group even more powerful. Miguel didn't mind her turning her attentions to the others; while they made an effective force to be reckoned with, he knew that her insanity would eventually trip her up, and he would just as well not be around to be caught when that happens. For the moment, he's still working for the Scarlet Queen, but is trying to work out a way that he can exit her group of followers (with his proper share of their ill-gotten loot, of course) without angering her or anyone else; the last thing he wants is for a group of supervillains led by a crazy supervillain to have a reason to go hunting him.
Personality-wise, Shockwave would prefer to pull off whatever crime he's attempting with a minimum of fuss. Although he won't shy away from a fight if necessarily, he won't engage in one for its own sake – violence is a means to an end, not an end in and of itself. He lacks the true 'killer edge' that some other superillains have, but on the other hand his lack of an inflated ego means he will wisely flee from an unwinnable fight instead of duking it out until the end.
Campaign Use: Shockwave can either be used as a part of the Scarlet Queen's supergroup, or he can break away and try his hand as a solo villain. His ability to phase through solid objects (via his Vibratory power) makes him an excellent thief, and his other powers can give most superheroes enough of a fight that he can usually escape before being captured.
Tuesday, May 31, 2011
Capsule reviews: Comics from 5/25
(one of these days I will figure out how to get these reviews out in a timely manner - that said, today isn't that day, and next week isn't looking to good in that regard, either)
King Conan: The Scarlet Citadel #4 (of 4) (Dark Horse, $3.50, Timothy Truman, Tomás Giorello) -This ends pretty much the way you expect it would, with Conan returning to Aquilonia, to face foes from both within and without. That's not necessarily a bad thing; there are only so many ways to to wrap up a Conan tale that don't wind up feeling 'not-Conan'. Of course, if you stick too close to how Howard ended his Conan stories, then you risk falling into the banal end of pastiche. Truman's wrap-up feels like something that Howard might have found acceptable, and if this winds up comfortably on the side of pastiche, it's at least a fairly enjoyable romp. It's a little rushed in spots, and would probably have benefited from having at least a few more pages, but overall the story holds up decently well. Assuming you haven't already been following this mini-series, this can be safely recommended for Conan fans when it gets collected in trade paperback format.
Conan: Road Of Kings #5 (of 12) (Dark Horse, $3.50, Roy Thomas, Mike Hawthorne) - Conan continues to pursue Fharos and Olivia into the lands of Ophir, dealing with border guards and a rather unnecessary monster along the way (seriously, the monster scene does nothing but pad out the pages). Fharos makes it to the court in Ophir first, but finds out that getting his desired reward is not in the cards, as palace intrigue places both him and Olivia in mortal danger. Meanwhile, Conan finally makes his way to the royal city, and decides to pick a fight with an executioner for... well, no damned good reason, really. He finds his foe is not so easily bested, leaving Conan at risk for a perfunctory cliffhanger. Another weak issue in what has been an uneven story arc.
Transmetropolitan vol 8: Dirge (DC/Vertigo, $14.99, Warren Ellis, Darick Robertson) - collecting together issues 43-48 of the original run, things heat up as an invisible sniper terrorizes the City in the midst of a raging superstorm. Spider and his Filthy Assistants come to realize just what they're up against, as the President Callahan ramps up the danger several notches, and gives a tactic demonstration why it's a bad idea to underestimate the power of the Presidency. Oh, and just to make things worse, Spider comes face to face with his own looming mortality, in a manner even his occasionally delusional demeanor can't ignore. This is not a good jumping in point for the series; too much is building to a head, and it would be a disservice to the reader not to start at the beginning. But for those who do work their way up to this point, the payoff is worth it as the series truly kicks in high gear, with a sense that anything truly can happen, and that no one is safe. Highly recommended.
King Conan: The Scarlet Citadel #4 (of 4) (Dark Horse, $3.50, Timothy Truman, Tomás Giorello) -This ends pretty much the way you expect it would, with Conan returning to Aquilonia, to face foes from both within and without. That's not necessarily a bad thing; there are only so many ways to to wrap up a Conan tale that don't wind up feeling 'not-Conan'. Of course, if you stick too close to how Howard ended his Conan stories, then you risk falling into the banal end of pastiche. Truman's wrap-up feels like something that Howard might have found acceptable, and if this winds up comfortably on the side of pastiche, it's at least a fairly enjoyable romp. It's a little rushed in spots, and would probably have benefited from having at least a few more pages, but overall the story holds up decently well. Assuming you haven't already been following this mini-series, this can be safely recommended for Conan fans when it gets collected in trade paperback format.
Conan: Road Of Kings #5 (of 12) (Dark Horse, $3.50, Roy Thomas, Mike Hawthorne) - Conan continues to pursue Fharos and Olivia into the lands of Ophir, dealing with border guards and a rather unnecessary monster along the way (seriously, the monster scene does nothing but pad out the pages). Fharos makes it to the court in Ophir first, but finds out that getting his desired reward is not in the cards, as palace intrigue places both him and Olivia in mortal danger. Meanwhile, Conan finally makes his way to the royal city, and decides to pick a fight with an executioner for... well, no damned good reason, really. He finds his foe is not so easily bested, leaving Conan at risk for a perfunctory cliffhanger. Another weak issue in what has been an uneven story arc.
Transmetropolitan vol 8: Dirge (DC/Vertigo, $14.99, Warren Ellis, Darick Robertson) - collecting together issues 43-48 of the original run, things heat up as an invisible sniper terrorizes the City in the midst of a raging superstorm. Spider and his Filthy Assistants come to realize just what they're up against, as the President Callahan ramps up the danger several notches, and gives a tactic demonstration why it's a bad idea to underestimate the power of the Presidency. Oh, and just to make things worse, Spider comes face to face with his own looming mortality, in a manner even his occasionally delusional demeanor can't ignore. This is not a good jumping in point for the series; too much is building to a head, and it would be a disservice to the reader not to start at the beginning. But for those who do work their way up to this point, the payoff is worth it as the series truly kicks in high gear, with a sense that anything truly can happen, and that no one is safe. Highly recommended.
Monday, May 30, 2011
Sunday, May 29, 2011
Trollslayers - Revised Weapon Charts
The main difference is that weapon damage is now a set number, instead of a multiple based on STR. While I like the idea of damage being based on STR, the scale didn't jibe with the damage for the different sizes/pulls of various bows and crossbows. Now, a character just adds his or her's STR modifier to the base damage for the weapon (but not for bows and crossbows).
Let's see if I can format this a little better...
And now missile weapons...
Type indicates the basic damage type the weapon inflicts, which includes Blunt, Cutting, and Piercing.
Hand indicates whether the weapon is used one-handed or two-handed (for human-sized users). If a weapon can be used either way, different values will be shown for STR, DEX, DV, and DEF.
STR indicates the minimum Strength required to use the weapon without penalty. The number listed is for Experts and for Commoners with some combat training (i.e. "zero-level men-at-arms"). For Warriors and Paragons, the number required is reduced by one. For Magicians and Commoners without combat training, the number required is increased by one.
If the user's STR is less than the listed minimum, the user suffers a -1 penalty on their attack roll. If their STR is half or less of the listed number, the penalty is increased to -2.
DEX indicates the minimum Dexterity required to use the without without penalty. This otherwise functions as per the notes above on STR.
DV is the base Damage Value of the weapon, which is modified by the user's STR attribute modifier (except for bows and crossbows).
DEF is the bonus to the user's Defense score when using the weapon, indicating the user's ability to parry incoming attacks with the weapon. The DEF bonus for melee weapons does not protect against missile attacks. Missile weapons provide no DEF bonus.
ENC is the Encumbrance score of the weapon.
Cost is the standard cost for the weapon in Silver Pieces.
Notes
A - whenever this weapon is used to attack, it suffers a -1 penalty for Initiative on the following round.
B - this weapon negates up to 2 points of DEF from a defender's weapons and/or shield.
C - this weapon negates up to 4 points of DEF from a defender's weapons and/or shield.
D - this weapon is usually only used when mounted; if on foot, it requires two hands to use and is treated as a long spear. When mounted and the mount is charging an enemy, 2/3 of the mount's current MOVE score can be added to the user's STR for determining damage, up to double the user's current STR.
E - treated as Cutting vs Leather armor, and Piercing vs Chainmail.
F - this weapon may be braced against a charging attack; 2/3 of the charger's MOVE score is added to the user's STR for determing damage, up to double the user's current STR score.
G - may be used to try to 'grab' small objects within its range.
H - if the user does not have a talent with this weapon, an extra -1 penalty to hit is incurred.
I - may be used from horseback.
J - normally takes one round to reload; someone with a talent with this weapon can attack the same round the arrow is nocked at a -1 penalty.
K - the first STR required score is simply the minimum STR needed to use the weapon without penalty. The second score is the STR needed to reload the weapon using mechanical aids; this normally takes four rounds. The final number is the STR needed to reload the weapon manually, which takes one round.
* * *
This is also as good as time as any to mention that a character's base Initiative Modifier has been changed. Instead of merely being reflected by the character's DEX attribute modifier, it is now the combination of both the DEX and PRE attribute modifiers, as well as getting an additional +1 for every four levels in their character class (round down).
Let's see if I can format this a little better...
Weapon Type Hand STR DEX DV DEF ENC Cost Notes Battle Axe C 1 14 11 7 +1 3 12 A 2 12 10 8 +2 A Club B 1 8 8 6 +1 1 - Bastard Sword C 1 14 11 8 +1 3 35 2 11 10 9 +2 Dagger C 1 5 8 3 - 1 3 Flail, hand B 1 13 12 7 +1 2 9 A B Flail, war 2 12 12 8 +2 4 12 A C Great Axe C 2 14 12 8 +2 4 22 A Greatsword C 2 14 11 10 +2 4 55 A Hand Axe C 1 11 9 5 +1 2 3 Lance P 1 13 11 10 - 5 25 A D Mace B 1 13 10 7 +1 2 6 A Mace, spiked B 1 13 11 8 +1 3 10 A E Maul B 2 15 12 8 +2 5 12 A Pole Arm P 2 11 10 10 +2 5 15 A F Quarterstaff B 2 10 12 8 +2 2 2 Short Sword C 1 7 9 6 +1 1 15 Spear P 1 12 12 6 +1 2 2 F 2 9 8 7 +2 Spear, long P 2 11 9 8 +2 3 4 A F Sword C 1 12 10 7 +1 2 25 Warhammer B 1 15 12 6 +1 3 8 A 2 12 11 7 +2 Whip (20') C 1 7 13 3 - 1 4 G H
And now missile weapons...
Weapon Type Hand STR DEX DV Range ENC Cost Notes Bow, short P 2 9 10 4 360 2 12 H I J Bow, medium P 2 12 11 6 540 3 20 H J Bow, long P 2 14 12 9 720 3 35 H J Bow, great P 2 17 13 12 900 4 60 H J Crossbow, light P 2 7/8/13 8 7 600 3 40 I K Crossbow, medium P 2 8/12/17 9 11 750 4 50 K Crossbow, heavy P 2 9/14/22 10 16 900 5 75 K Dagger, thrown C 1 5 8 3 x3 1 3 I Hand Axe, thrown C 1 11 9 5 x5 2 3 I Rock, thrown B 1 5 8 2 x6 1 - I Sling B 1 5 10 4 x20 1 1 H I J Spear, thrown P 1 12 12 6 x4 2 2 I
Type indicates the basic damage type the weapon inflicts, which includes Blunt, Cutting, and Piercing.
Hand indicates whether the weapon is used one-handed or two-handed (for human-sized users). If a weapon can be used either way, different values will be shown for STR, DEX, DV, and DEF.
STR indicates the minimum Strength required to use the weapon without penalty. The number listed is for Experts and for Commoners with some combat training (i.e. "zero-level men-at-arms"). For Warriors and Paragons, the number required is reduced by one. For Magicians and Commoners without combat training, the number required is increased by one.
If the user's STR is less than the listed minimum, the user suffers a -1 penalty on their attack roll. If their STR is half or less of the listed number, the penalty is increased to -2.
DEX indicates the minimum Dexterity required to use the without without penalty. This otherwise functions as per the notes above on STR.
DV is the base Damage Value of the weapon, which is modified by the user's STR attribute modifier (except for bows and crossbows).
Range is listed in feet. If a multiplier is give, that number is multiplied by STR to determine the weapon's range. Point Blank range is 1/10 the maximum range, and gives a +1 to hit. Short Range is from 1/10 to 1/4 the maximum range, and gives no modifier. Medium Range is from 1/4 to 1/2 the maximum range, and is -1 to hit. Long Range is from 1/2 to 3/4 maximum range, and gives a -2 penalty to hit. Extra Long Range is from 3/4 maximum range to the maximum range, and is -3 to hit.
DEF is the bonus to the user's Defense score when using the weapon, indicating the user's ability to parry incoming attacks with the weapon. The DEF bonus for melee weapons does not protect against missile attacks. Missile weapons provide no DEF bonus.
ENC is the Encumbrance score of the weapon.
Cost is the standard cost for the weapon in Silver Pieces.
Notes
A - whenever this weapon is used to attack, it suffers a -1 penalty for Initiative on the following round.
B - this weapon negates up to 2 points of DEF from a defender's weapons and/or shield.
C - this weapon negates up to 4 points of DEF from a defender's weapons and/or shield.
D - this weapon is usually only used when mounted; if on foot, it requires two hands to use and is treated as a long spear. When mounted and the mount is charging an enemy, 2/3 of the mount's current MOVE score can be added to the user's STR for determining damage, up to double the user's current STR.
E - treated as Cutting vs Leather armor, and Piercing vs Chainmail.
F - this weapon may be braced against a charging attack; 2/3 of the charger's MOVE score is added to the user's STR for determing damage, up to double the user's current STR score.
G - may be used to try to 'grab' small objects within its range.
H - if the user does not have a talent with this weapon, an extra -1 penalty to hit is incurred.
I - may be used from horseback.
J - normally takes one round to reload; someone with a talent with this weapon can attack the same round the arrow is nocked at a -1 penalty.
K - the first STR required score is simply the minimum STR needed to use the weapon without penalty. The second score is the STR needed to reload the weapon using mechanical aids; this normally takes four rounds. The final number is the STR needed to reload the weapon manually, which takes one round.
* * *
This is also as good as time as any to mention that a character's base Initiative Modifier has been changed. Instead of merely being reflected by the character's DEX attribute modifier, it is now the combination of both the DEX and PRE attribute modifiers, as well as getting an additional +1 for every four levels in their character class (round down).
Friday, May 27, 2011
Wednesday, May 25, 2011
V&V Vednesday: Scarlet Queen
(Two weeks ago we were having computer problems. Last week I had no such excuse, I just wasn't able to get a V&V character posted that Wednesday. Hopefully this will get us back on track...)
Character Name: Scarlet Queen Real Name: Rebecca Brighton Side: Evil
Gender: Female Height: 5'9" Weight: 140 lbs Age: 91 (appears to be in her early to mid 20's)
Physical Description: A stunningly beautiful redhead with green eyes and a cruel smile. Her costume is a burgundy-red bodysuit, complete with cape.
STR: 30 END: 16 INT: 12 AGL: 13 CHA: 26
Level: 7th XP: 33,254 Basic Hits: 3 Hit Points: 19 Healing Rate: 1.2/day
Movement: 59” ground, 112" flight Power: 71 Carrying Capacity: 2,002 lbs
HTH Damage: 1d12 Damage Modifier: +1 Accuracy: +1
Detect Hidden: 10% Detect Danger: 14% Inventing: 36%
Inventing Points: 2.4 Reaction Modifier: -5 good/+5 evil Training: Agility
Powers/Talents
Heightened Charisma B: +18
Heightened Expertise: +4 to hit with telekinesis and bio-control
Heightened Strength B: +21
Mutant Power: Bio-Control (range 32" (Ex2), PR=8 per use, attack as Paralysis Ray, can be used to alter the biological functions of others (or self) - examples include causing paralysis (as per Paralysis Ray), painful nerve spasms (2d8 damage), causing fatigue (as per Devitalization Ray), altering the senses (causing blindness or deafness, increasing Detect scores, etc))
Mutant Power: Power Creation (see below)
Telekinesis: 2,100 lbs capacity, range 91", flight 112")
Willpower (type A)
Power Creation - this allows the character to create superhuman powers in otherwise normal human beings (this is generally a NPC ability, and is usually reserved for supervillains at that). Upon picking a suitable candidate, the process for determining powers is much like that for creating a beginning character: roll 1d6+2 powers (on the non magic/psi power table) plus weakness, drop one power, drop 2nd power if no weakness is chosen. Also, reduce the number of powers by one for each Skill (type A Heightened Attribute, Heightened Attack, Natural Weaponry, etc) the recipient has, and add one power if recipient has a pre-existing Weakness, minimum one power granted. The process is quite painful and dangerous for the recipient, as the process causes 1d20 damage for each power granted, potentially killing the candidate before the powers can be fully assimilated. For the person attempting to create powers in others, PR=25 per attempt, takes 5 minutes + 1d4 turns per power granted, will be Fatigued for 2d6 hours, and is only usable once per week)
Weaknesses
Psychosis - This character suffers from both Multiple Personality Disorder and Schizophrenia. Her MPD is represented by her two personalities, the villainous Scarlet Queen, and the kindly, charitable Rebecca Brighton. The Scarlet Queen is the dominant personality these days, but on rare occasions Rebecca can temporarily assert control. If the SC takes any damage from any sort of psychic attack, there is a 1% chance per pt of damage taken that Rebecca will briefly take over (if SC suffers some sort of psychic trauma that isn't represented by damage, allow Rebecca a 8% chance to try to take over, based on her normal CHR). SC can then make a % CHR roll once per turn to try to reassert control.
Her schizophrenia is represented by the fact that she believes her powers are granted to her by Satan, and that he is commanding her to use those powers to commit evil deeds. SC can occasionally be seen talking to herself, responding to a voice only she can hear.
Areas of Knowledge
Inheritor (former), Social Work/Charity, Crime
Character Notes/Origin/Personality: Rebecca's father Jack was an explorer and adventurer during the early 20th century. He managed to acquire no small amount of wealth for himself during his African travels; he also at one point came across a fragment of alien technology that had been left behind be a star traveler from previous centuries. Unknown to Jack, his interaction with the strange technological device subtly altered his DNA.
After the Great War, Jack settled down and married a woman named Mary, and soon after they had a daughter, whom they named Rebecca. Although Jack and Mary were happily married for a few years, eventually Jack's wanderlust go the better of him, and when Rebecca was three years old Jack went off on yet another African adventure; this time, his luck ran out, and he died under mysterious circumstances near the Amazon river.
In her grief, Mary turned to religion, and concentrated on raising her daughter as best she could. Finances weren't a problem, thanks to Jack's previous adventures, and Mary was (somewhat unusual for the time) content to remain a single mother. They did later on lose a significant amount of their wealth during the Great Depression, but did not lose as much as some did, and Mary was able to continue raising Rebecca without having to resort to work, albeit in a more financially modest manner.
In her teenage years, Rebecca began to develop the ability to move things with her mind, and to be able to affect other people's bodies, both manifesting through a reddish energy that emanated from her hands. In a time when superpowers were not yet well known, Rebecca believed that these abilities were 'gifts' from Satan (red being the color of the devil, after all). For several years she resisted the temptation to use these abilities, but when her boyfriend Johnathan died in the early days of WWII, and her mother shortly thereafter was killed in an automobile accident, she finally gave in to temptation. Calling herself the Scarlet Queen, she used her abilities to rob banks and commit other crimes, coming into conflict with several stateside crimefighters fo the day. In the final days of the war, she clashed with a psychic detective named Dr. Blackstone. He used his psychic abilities to convince her that Satan had deemed her unworthy of his gifts, and had stripped her of her powers. He then re-asserted the kindly personality of Rebecca, placing psychic blocks to prevent the Scarlet Queen from ever taking control again.
For over six decades Rebecca lived a fairly normal life, dedicating her time to supporting charities and various social causes. Just recently, as she was living her final years in a retirement home, she suffered a massive stroke, causing a great deal of pain and trauma. It was in what would have otherwise been her final moments that the Scarlet Queen personality was able to re-emerge. She de-aged her body (using a combination of Bio-Control and Willpower) to what it was back when Blackstone had de-powered her all those years ago. In the process she also altered her physical form to give herself super-strength.
Given a second chance, the Scarlet Queen plans to make the most of it, engaging in what pleasures suit her whims, and is determined to please her 'master', Satan, so that he never has reason to deem her unworthy in the future. She is wanted for several felonies, but the most dangerous aspect to her resurrected villainy is that she has discovered the ability to alter the DNA of non-powered humans so as to give them super abilities. She usually grants these abilites to those of her henchmen who have pleased her, both in terms of criminal ability, as well 'pleasing' her on a more private and personal level. Law enforcement agencies like CHESS are afraid that she could over time single-handedly significantly increase the supervillain population across the nation.
When facing superheroes, the Scarlet Queen is usually surrounded by various henchmen, both powered and non-powered (the latter usually hoping to impress her enough so as to be granted powers by her). If a fight looks actually be risky to her, she will be fairly strighforward in combat, mainly relying on her telekinetic abilities. However, if she is confident that she has the upper hand, she will often toy with a foe by using her Bio-Control powers.
Campaign Use: On some levels, the Scarlet Queen is a tragic figure; her psychosis means that deep down inside there is a good person who opposes her villainous ways, but has little ability to do anything to stop it. A PC with the right powers might try to re-create Dr. Blackstone's psychic blocks, but that would probably only be a temporary solution.
More importantly, she is a constant source of new supervillains, thanks to her ability to grant powers to others. Most of these former henchmen will usually have around 1-3 Skills (i.e. type A Heightened Attribute, Heightened Attack, Natural Weaponry, etc) already, making it more likely that they were able to impress SC, as well as meaning they would have less powers granted to them, increasing their overall odds of surviving the power-creation process.
Character Name: Scarlet Queen Real Name: Rebecca Brighton Side: Evil
Gender: Female Height: 5'9" Weight: 140 lbs Age: 91 (appears to be in her early to mid 20's)
Physical Description: A stunningly beautiful redhead with green eyes and a cruel smile. Her costume is a burgundy-red bodysuit, complete with cape.
STR: 30 END: 16 INT: 12 AGL: 13 CHA: 26
Level: 7th XP: 33,254 Basic Hits: 3 Hit Points: 19 Healing Rate: 1.2/day
Movement: 59” ground, 112" flight Power: 71 Carrying Capacity: 2,002 lbs
HTH Damage: 1d12 Damage Modifier: +1 Accuracy: +1
Detect Hidden: 10% Detect Danger: 14% Inventing: 36%
Inventing Points: 2.4 Reaction Modifier: -5 good/+5 evil Training: Agility
Powers/Talents
Heightened Charisma B: +18
Heightened Expertise: +4 to hit with telekinesis and bio-control
Heightened Strength B: +21
Mutant Power: Bio-Control (range 32" (Ex2), PR=8 per use, attack as Paralysis Ray, can be used to alter the biological functions of others (or self) - examples include causing paralysis (as per Paralysis Ray), painful nerve spasms (2d8 damage), causing fatigue (as per Devitalization Ray), altering the senses (causing blindness or deafness, increasing Detect scores, etc))
Mutant Power: Power Creation (see below)
Telekinesis: 2,100 lbs capacity, range 91", flight 112")
Willpower (type A)
Power Creation - this allows the character to create superhuman powers in otherwise normal human beings (this is generally a NPC ability, and is usually reserved for supervillains at that). Upon picking a suitable candidate, the process for determining powers is much like that for creating a beginning character: roll 1d6+2 powers (on the non magic/psi power table) plus weakness, drop one power, drop 2nd power if no weakness is chosen. Also, reduce the number of powers by one for each Skill (type A Heightened Attribute, Heightened Attack, Natural Weaponry, etc) the recipient has, and add one power if recipient has a pre-existing Weakness, minimum one power granted. The process is quite painful and dangerous for the recipient, as the process causes 1d20 damage for each power granted, potentially killing the candidate before the powers can be fully assimilated. For the person attempting to create powers in others, PR=25 per attempt, takes 5 minutes + 1d4 turns per power granted, will be Fatigued for 2d6 hours, and is only usable once per week)
Weaknesses
Psychosis - This character suffers from both Multiple Personality Disorder and Schizophrenia. Her MPD is represented by her two personalities, the villainous Scarlet Queen, and the kindly, charitable Rebecca Brighton. The Scarlet Queen is the dominant personality these days, but on rare occasions Rebecca can temporarily assert control. If the SC takes any damage from any sort of psychic attack, there is a 1% chance per pt of damage taken that Rebecca will briefly take over (if SC suffers some sort of psychic trauma that isn't represented by damage, allow Rebecca a 8% chance to try to take over, based on her normal CHR). SC can then make a % CHR roll once per turn to try to reassert control.
Her schizophrenia is represented by the fact that she believes her powers are granted to her by Satan, and that he is commanding her to use those powers to commit evil deeds. SC can occasionally be seen talking to herself, responding to a voice only she can hear.
Areas of Knowledge
Inheritor (former), Social Work/Charity, Crime
Character Notes/Origin/Personality: Rebecca's father Jack was an explorer and adventurer during the early 20th century. He managed to acquire no small amount of wealth for himself during his African travels; he also at one point came across a fragment of alien technology that had been left behind be a star traveler from previous centuries. Unknown to Jack, his interaction with the strange technological device subtly altered his DNA.
After the Great War, Jack settled down and married a woman named Mary, and soon after they had a daughter, whom they named Rebecca. Although Jack and Mary were happily married for a few years, eventually Jack's wanderlust go the better of him, and when Rebecca was three years old Jack went off on yet another African adventure; this time, his luck ran out, and he died under mysterious circumstances near the Amazon river.
In her grief, Mary turned to religion, and concentrated on raising her daughter as best she could. Finances weren't a problem, thanks to Jack's previous adventures, and Mary was (somewhat unusual for the time) content to remain a single mother. They did later on lose a significant amount of their wealth during the Great Depression, but did not lose as much as some did, and Mary was able to continue raising Rebecca without having to resort to work, albeit in a more financially modest manner.
In her teenage years, Rebecca began to develop the ability to move things with her mind, and to be able to affect other people's bodies, both manifesting through a reddish energy that emanated from her hands. In a time when superpowers were not yet well known, Rebecca believed that these abilities were 'gifts' from Satan (red being the color of the devil, after all). For several years she resisted the temptation to use these abilities, but when her boyfriend Johnathan died in the early days of WWII, and her mother shortly thereafter was killed in an automobile accident, she finally gave in to temptation. Calling herself the Scarlet Queen, she used her abilities to rob banks and commit other crimes, coming into conflict with several stateside crimefighters fo the day. In the final days of the war, she clashed with a psychic detective named Dr. Blackstone. He used his psychic abilities to convince her that Satan had deemed her unworthy of his gifts, and had stripped her of her powers. He then re-asserted the kindly personality of Rebecca, placing psychic blocks to prevent the Scarlet Queen from ever taking control again.
For over six decades Rebecca lived a fairly normal life, dedicating her time to supporting charities and various social causes. Just recently, as she was living her final years in a retirement home, she suffered a massive stroke, causing a great deal of pain and trauma. It was in what would have otherwise been her final moments that the Scarlet Queen personality was able to re-emerge. She de-aged her body (using a combination of Bio-Control and Willpower) to what it was back when Blackstone had de-powered her all those years ago. In the process she also altered her physical form to give herself super-strength.
Given a second chance, the Scarlet Queen plans to make the most of it, engaging in what pleasures suit her whims, and is determined to please her 'master', Satan, so that he never has reason to deem her unworthy in the future. She is wanted for several felonies, but the most dangerous aspect to her resurrected villainy is that she has discovered the ability to alter the DNA of non-powered humans so as to give them super abilities. She usually grants these abilites to those of her henchmen who have pleased her, both in terms of criminal ability, as well 'pleasing' her on a more private and personal level. Law enforcement agencies like CHESS are afraid that she could over time single-handedly significantly increase the supervillain population across the nation.
When facing superheroes, the Scarlet Queen is usually surrounded by various henchmen, both powered and non-powered (the latter usually hoping to impress her enough so as to be granted powers by her). If a fight looks actually be risky to her, she will be fairly strighforward in combat, mainly relying on her telekinetic abilities. However, if she is confident that she has the upper hand, she will often toy with a foe by using her Bio-Control powers.
Campaign Use: On some levels, the Scarlet Queen is a tragic figure; her psychosis means that deep down inside there is a good person who opposes her villainous ways, but has little ability to do anything to stop it. A PC with the right powers might try to re-create Dr. Blackstone's psychic blocks, but that would probably only be a temporary solution.
More importantly, she is a constant source of new supervillains, thanks to her ability to grant powers to others. Most of these former henchmen will usually have around 1-3 Skills (i.e. type A Heightened Attribute, Heightened Attack, Natural Weaponry, etc) already, making it more likely that they were able to impress SC, as well as meaning they would have less powers granted to them, increasing their overall odds of surviving the power-creation process.
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