I will post our campaign's Heroes and Villains here. The campaign is based on the X-Men comics.
Our Heroes start with 33 points, Villains with 35.
The first character I post is one who was known als Kalfu or the Witcher and who probably will adopt the name The Sinner. He seems to be an Anti-Hero-type. Watcher's of a certain series will recognize some parts of his background story. My image of the character is also the that of the character Mr. Eko from LOST.
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A new site is being built and the Basic Action Games Discord server is an active hub for discussion and games.
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Our Heroes and Villains
- Sunslinger
- Mystery Man
- Posts: 85
- Joined: Fri Aug 13, 2010 11:00 pm
Our Heroes and Villains
Last edited by Sunslinger on Fri Dec 03, 2010 6:04 am, edited 3 times in total.
- Sunslinger
- Mystery Man
- Posts: 85
- Joined: Fri Aug 13, 2010 11:00 pm
The Sinner (Antihero, 33 points)
Aristide Salissa Itou: The Witcher/The Sinner/Scion
Seku was a hunter. Every man in his tribe was a hunter. That was except the youngest and the oldest. In fact Sekou’s father was the best hunter of the tribe. Seku knew that one day he himself would be the greatest hunter, greater even than the famous hunters of the Wagoma tribe.
Aristide was born into a poor family. They did not have much. His father had a small field but the mule had died of some illness last year. Aristide was very young when he learned what it meant to work and even younger when he had learned what hunger felt like. Still he knew he had to look after his younger brother Armand who was sick often.
Seku was six when he learned from his father which stones are suitable to be used as arrow-tip or dagger and how to work and sharpen them.
Aristide was six when his father was killed in one of the countless skirmishes between the different powers struggling for control of the country. It was bad. Now he had to work even harder so that his brother and his mother survived.
Seku was 10 when he killed his first prey during a hunt. His father was very proud of him and soon begun to teach him how to extract poisons from animals and plants and how to prepare and use them.
Aristide was 10 when the raiders came into his village. They called themselves rebels but they were criminals. Everybody had to come out of their huts to wait for what would happen. The raiders took what they needed from the people of the village and they treated them badly. Cries of men, women and children rang through the air. Then they came to the huts where Aristide and his family lived. The leader of the raiders walked in front of Aristide’s people as if to inspect them. Armand cried, Aristide did not. Then their leader beckoned a young woman from the village to him. One old man from the village said to him to please leave her alone. The leader asked him if an old fool wants to tell him what to do. He grabbed the old man, hit him in the face and threw him on the road. Armand sobbed. The leader then had one of his men bring Armand to him. Aristide stayed close to his brother. The leader removed all but one bullet from a gun. He said to Armand that he had to kill that old fool, that if he did not do it the leader would kill the old man and all of Armand’s family. The leader pressed the gun into Armand’s small hand. Armand cried and his hands shook. Aristide knew he could not do it. Aristide knew it had to be done. He took the gun from Armand’s hands and shot the old man in the head. The man was dead when his body hit the ground – no pain for him. Their leader laughed. Some of the other raiders laughed too. They took the young woman and Aristide and left the village, Aristide’s family and his now dead grandfather behind them.
Seku was 15 when everything changed. His first mistake was to go out hunting alone. The second was to be focused solely on the antelope. The crocodile was on top of him before he knew. Pure reflex saved him from dying this second. But he was wounded badly and he knew enough about crocodiles to know that he would be dead soon. Seku was lying on the ground in pain and saw his hands. He was shocked to see talons, no, the shadows of talons coming out of his hands. Instinct took over and he rammed the claws with all the might he could muster into the crocodiles head. The beasts armor offered no protection against the claws and it was dead in an instant. When he killed the beast with the talons made of shadow, smoke and mist, he felt the beasts might, he knew the source of its toughness, its speed and its strength and – just like that – they were his.
Aristide had done more bad things when he reached the age of 15. He was one of the rebels now. A lot of things he did he did not like to do. But he knew that if he would not do them, somebody else would. He told himself, that this would be worse, that even in doing bad things he could do good. He visited his old village a few times with the raiders. He had made it his habit to always look people in the eyes when talking to them. He had learned that this made most people queasy and that you learned a lot about them. In his village he could not do that. He always talked to his brother though and gave him whatever money and food he had.
With 20 Seku was the greatest hunter of the seven tribes. With his talons he had hunted and killed every animal he had found. And it was always the same. The moment he killed the animal he felt its speed, its strength and its abilities and made them his own. Soon he had the might of the rushing elephant, the speed of the leopard and the quickness of the mongoose and he could use other of nature’s tricks to if he needed to. After he had killed all the land’s animals he could find, he took the powers of birds and fish. Everything was prey because he was the Hunter. And he wanted more.
When Aristide was 20 he had moved up in the hierarchy. He was tough and he always did what had to be done. But not everybody liked his way because he was his own man.
With 25 Seku had travelled all the known lands. He had travelled the air and the waters too and he had hunted every night and learned all he could form his prey, be it small like an ant or large like a whale. He needed more prey and he became restless after having killed all kinds he could find. All but one. It was then that he started to wonder what he could learn from people. Mere curiosity soon became obsession and one day he found himself chasing a group of hunters through the forest. They were experienced hunters but to him they were prey. It was different, they were different. It was like a whole different taste and even after killing all five hunters he still was not quite sure about the flavor. After that he tried to find out more about that taste every night. Soon he was feared by all the tribes. After nights and nights of hunting he realized that it was not one flavor of men, not one power they shared but that every man was different. So he – again – travelled the lands. He wanted to know what secrets the heartblood of the greatest hunters he knew when he was small held. He travelled to the mountain Tshibinda, the fiery mountain in the east, to find the Wagoma tribe. It did not take him long to find their hunters in the forest. He was anxious to know if their blood could teach him anything new. But he wanted to savour the moment and so he chased them but kept his distance. After a day’s chase they were close to the maw of the volcano Tshibinda. There he started to feel strange for one moment but it was gone the next. He decided to finish the hunt and revealed himself to his prey. The hunters saw the claws of shadow and smoke and they knew who he was. They were afraid but they did not panic. They prepared their weapons when he approached and he laughed at them and their pointless resistence. But when he came close he saw that their weapons were different. Not made from stone but shining and black with razor sharp edges and needle points. And in his head he heard the fearful cries and whines of a thousand animals. He felt the memory of pierced flesh and cut bone. He felt the fear of the obsidian and his knees buckled. The next thing he knew was pain. Pain when the black glass pierced his body again and again. He did not realize that they threw him into the chasm, the maw of Mount Tshibinda. He did not realize the lava chaaring him, enclosing him and imprisoning him in an obsidian cage. After that there were memories of the hunt and the chase. There was darkness. Sometimes there was the echo of a memory of forests and prey. Darkness. Emptiness.
When Aristide was 25 everything changed. Most of the people around him respected him. But others feared him and among them was their leader. He feared that Aristide would sooner or later try to take his place. So he sent him with two of his trusted men to retrieve a load of cocaine that was lost on the slopes of Mount Tshibinda. When they reached the maw of the Mountain everything happened too fast. The knife bit in his chest a couple of times and they threw him into the chasm. It was not as steep as it once was so he slithered more than he fell. When he lay still it was dark. He had broken through the ceiling of some cave. He was still alive but he knew he would be dead soon. His body was bleeding and broken and he could not move. He lay there in pain, preparing himself to be judged. Was there a gleam in the cave?
The echo of a feeling, millenia old. What was left knew no names and words, but it felt. Wind and starlight touched the spirit of what was once the Hunter for the first time after more than 7.000 years. It perceived that there was more in the cave than stone and glass and it moved.
Was this the end? Aristide came closer to the light.
It, that had been Seku ages ago, reached what was lying on the floor and it felt that it was different, not dead but alive. Alive. Living. Longing. It moved even closer.
The light reached him. It was pale and cold. Aristide felt very alone.
It was in the living thing now. Not two but one. Away now, far away from the black glass.
Aristide felt cold but he knew he had to move. His body was broken but his will was strong. So slowly, very slowly he crawled. Up the debris and into the moonlight. Only a few meters but the minutes they took him felt like hours. And he did not know why he did that, what could save him now.
The feeling of the hated black glass faded. A weight that had pressed down on it for what felt like forever was lifted. There was still instinct. It mended its house of flesh like the earthworm would heal.
Aristide did not know how but he felt his wounds stop bleeding, felt his bones mend and his wounds close. Soon he stood up. He felt…strong. But he was alone in a desolate place without food and water. But he was not one to give up. So he started to climb the wall of the chasm.
The echo of a memory of the Serval’s dexterity.
It was much easier than Aristide would have thought. And it went on like that. When he reached their old camp he was sure that he was changed. He felt stronger and faster than he ever had and he felt when people or animals were close before he even saw them. The guards at the boss’ house stared at him like they had seen a ghost and run. He thought he saw a pale shimmer reflected in one of the windows but he did not pay attention. He found the man who had ordered him killed and did what had to be done. When he stood over his dead body he saw the claws coming out of his fingers or – more precisely – the shadows of claws, a pale and smoky gleam in the dark. And he felt the man he had killed.
Far away It remembered prey.
In the following months Aristide learned more and more about what he could now do. He did not know where these powers came from. But with the powers came the dreams. Dreams of never ending darkness and – sometimes – dreams of riding the wind, gliding through the ocean or chasing through vast forests. Aristide was the boss now. But the men had seen his dark face, the face of the Hunter and they feared him. He did not care. It did not take him long to remove opposition. It also did not take long though that he found himself going out at nights. At first he did not know what he was looking for. But soon he realized he was looking for challenging prey, people with powers like him. Sometimes he found them. If he found them dangerous he followed them. One night he saw one of them molesting a young woman. So he struck and killed what he now knows was a mutant. After that, at nights when the light was good, he sometimes could not keep himself from going out to hunt. He always looked for bad people and finding them was not hard. When he killed one of the Gifted he sometimes felt their powers, felt how they were his to use now. He moved his area of operation then to the city formerly known as Abidjan at the Ivory Coast. There was more money to gain for a man like him. He also hoped that the new surroundings would keep him from his nightly hunts. It didn’t. Soon he was known as the King of the ten Cities – the Cities Abidjan was divided into in 2002.
The Hunt. Prey.
Aristide often sent money to his mother and he looked to it that his younger brother got the chance to become a priest. But his brother did not want to see him and he respected that. People feared him. One day he found an envelope on his desk. His knees felt weak and his hands trembled when he opened the envelope. In it were a letter and a piece of black glass. He felt what he never felt before. Deep in him there was a terror without bounds. A window through which he saw never ending darkness and depravity. In the letter the author wrote Aristide that he knew what he was and that it would be his end if would stay. So he left. He had acquired not only power but money too but he was no fool. A plane brought him to Haiti only three days after the letter had reached him. There he did what he could, dived into Haiti’s underworld and broke opposition he met.
New winds. New Hunting Grounds.
The Mutants he found he drove away or killed. Soon he was undisputed king of Haiti’s Underworld. It did not take long for the people of Haiti to fear him. They called him the Witcher or Kalfu and they dared not to speak in his presence. The land was broken but the business was good so close to the shores of the USA. Then he heard that his mother had died. He used his money and influence to have the church send Armand to Haiti too. But Armand still would not meet him. Over time he became a thorn in the flesh of the USA because he made it hard for them to get a hold on Haiti. One night they arranged a meeting between Aristide and one of their snitches on Aristides yacht. 10 minutes after the appointed meeting half a dozen rockets hit the yacht and killed every person on it in a ball of fire. That night though, Armand had sent for his brother. Only minutes before the rockets hit, Aristide had left the yacht. He found his brother in a hospital. Armand lay there dying from cancer. He told Aristide that he forgave him. He gave Aristide the cross pendant he had inherited from their mother. Then he died. This was the first time for years and years that Aristide cried. It surely was not right that his virtuous brother had died and he, an evil man, lived. But he knew that – in some obscure way – his brother had given his life to save the life of Aristide. This he had to honor. He owed to his brother and he owed the one God that he did better with this new life they had given him. Aristide went to a small church close by to pray. But the priest awoke and saw him. The priest knew who he was, what he was, called him a sinner and asked him to leave the House of God. Aristide knew the man was right, he had sinned, more than a man should. He was what the priest had named him: a sinner. He gave himself the promise, before god, that he would be a better man and left Haiti that same night…
His stats:
Brawn 2 (4)
Agility 2 (4)
Mind 2 (4)
Weakness: Negating and Damaging Weakness: Obsidian Weapons (+2/+2)
Powers:
Nature’s Avenger: Shapeshifting 4 (4) – Energy Cost (-1) – gains Disadvantage “Freak” when using shapeshifting15
MULTIPOWER with Mending of the House of Flesh: Healing 3 (3) – Energy Cost (-1) 16
LINKED with Swiftness of the Predator: Super Speed 3 (3) 18
Strength of the Silverback: Super-Brawn +1 (1) – Situational: Only when shapeshifting19
Swiftness of the Panther: Super-Agility +2 (3) – Situational: Only when Shapeshifting22
Enter the Spirit’s realm: Invisibility 5 – Disorienting (4)26
Gift of the Raptor: Attack Weak Point 2 – Limitation: only against living targets (1) 27
Eyes of the Netherworld: Super Sense 2 (2) – Situational: Only works when Invisible (-1) can see living things even when hidden or invisible28
Instinct of the Hare: Danger Sense 2 (2)30
Presence of the Hunter’s Spirit: Mind Shield 2 (2) – Disorienting (-1)31
Claws of the Soulstealer: Special Attack 3 (3) – Damage: Brawn +1, Accuracy: Agility +2, Limitation: Do not Affect Machines (-1), Extra Effect vs. Armor +2 (+1) 34
Charge of the Tiger: Paired Weapons (2) – Limitation: Claws of the Hunter only (-1)35
Fear of the Ancient Predator: Confusion 1 (1) (affects everybody in Area) - One Time (-1); Area: 3 (3) 36
Echoes of the Hunter’s Mind: Skilled 2 (2) – Situational: Only when shapeshifting (-1) 37
Skills: Athletics (Running), Drive (Control), Streetwise (Gut), Deception (Detect Deception)
Additional Skills when Shapeshifting: Stealth +3 DM (Moving Silently), Outdoor +1 DM (Tracking)
Advantages: Quick Thinking, Never Surrender, Frightening Presence
Disadvantages: Arch-Enemy, Social Stigma, On the Run
Seku was a hunter. Every man in his tribe was a hunter. That was except the youngest and the oldest. In fact Sekou’s father was the best hunter of the tribe. Seku knew that one day he himself would be the greatest hunter, greater even than the famous hunters of the Wagoma tribe.
Aristide was born into a poor family. They did not have much. His father had a small field but the mule had died of some illness last year. Aristide was very young when he learned what it meant to work and even younger when he had learned what hunger felt like. Still he knew he had to look after his younger brother Armand who was sick often.
Seku was six when he learned from his father which stones are suitable to be used as arrow-tip or dagger and how to work and sharpen them.
Aristide was six when his father was killed in one of the countless skirmishes between the different powers struggling for control of the country. It was bad. Now he had to work even harder so that his brother and his mother survived.
Seku was 10 when he killed his first prey during a hunt. His father was very proud of him and soon begun to teach him how to extract poisons from animals and plants and how to prepare and use them.
Aristide was 10 when the raiders came into his village. They called themselves rebels but they were criminals. Everybody had to come out of their huts to wait for what would happen. The raiders took what they needed from the people of the village and they treated them badly. Cries of men, women and children rang through the air. Then they came to the huts where Aristide and his family lived. The leader of the raiders walked in front of Aristide’s people as if to inspect them. Armand cried, Aristide did not. Then their leader beckoned a young woman from the village to him. One old man from the village said to him to please leave her alone. The leader asked him if an old fool wants to tell him what to do. He grabbed the old man, hit him in the face and threw him on the road. Armand sobbed. The leader then had one of his men bring Armand to him. Aristide stayed close to his brother. The leader removed all but one bullet from a gun. He said to Armand that he had to kill that old fool, that if he did not do it the leader would kill the old man and all of Armand’s family. The leader pressed the gun into Armand’s small hand. Armand cried and his hands shook. Aristide knew he could not do it. Aristide knew it had to be done. He took the gun from Armand’s hands and shot the old man in the head. The man was dead when his body hit the ground – no pain for him. Their leader laughed. Some of the other raiders laughed too. They took the young woman and Aristide and left the village, Aristide’s family and his now dead grandfather behind them.
Seku was 15 when everything changed. His first mistake was to go out hunting alone. The second was to be focused solely on the antelope. The crocodile was on top of him before he knew. Pure reflex saved him from dying this second. But he was wounded badly and he knew enough about crocodiles to know that he would be dead soon. Seku was lying on the ground in pain and saw his hands. He was shocked to see talons, no, the shadows of talons coming out of his hands. Instinct took over and he rammed the claws with all the might he could muster into the crocodiles head. The beasts armor offered no protection against the claws and it was dead in an instant. When he killed the beast with the talons made of shadow, smoke and mist, he felt the beasts might, he knew the source of its toughness, its speed and its strength and – just like that – they were his.
Aristide had done more bad things when he reached the age of 15. He was one of the rebels now. A lot of things he did he did not like to do. But he knew that if he would not do them, somebody else would. He told himself, that this would be worse, that even in doing bad things he could do good. He visited his old village a few times with the raiders. He had made it his habit to always look people in the eyes when talking to them. He had learned that this made most people queasy and that you learned a lot about them. In his village he could not do that. He always talked to his brother though and gave him whatever money and food he had.
With 20 Seku was the greatest hunter of the seven tribes. With his talons he had hunted and killed every animal he had found. And it was always the same. The moment he killed the animal he felt its speed, its strength and its abilities and made them his own. Soon he had the might of the rushing elephant, the speed of the leopard and the quickness of the mongoose and he could use other of nature’s tricks to if he needed to. After he had killed all the land’s animals he could find, he took the powers of birds and fish. Everything was prey because he was the Hunter. And he wanted more.
When Aristide was 20 he had moved up in the hierarchy. He was tough and he always did what had to be done. But not everybody liked his way because he was his own man.
With 25 Seku had travelled all the known lands. He had travelled the air and the waters too and he had hunted every night and learned all he could form his prey, be it small like an ant or large like a whale. He needed more prey and he became restless after having killed all kinds he could find. All but one. It was then that he started to wonder what he could learn from people. Mere curiosity soon became obsession and one day he found himself chasing a group of hunters through the forest. They were experienced hunters but to him they were prey. It was different, they were different. It was like a whole different taste and even after killing all five hunters he still was not quite sure about the flavor. After that he tried to find out more about that taste every night. Soon he was feared by all the tribes. After nights and nights of hunting he realized that it was not one flavor of men, not one power they shared but that every man was different. So he – again – travelled the lands. He wanted to know what secrets the heartblood of the greatest hunters he knew when he was small held. He travelled to the mountain Tshibinda, the fiery mountain in the east, to find the Wagoma tribe. It did not take him long to find their hunters in the forest. He was anxious to know if their blood could teach him anything new. But he wanted to savour the moment and so he chased them but kept his distance. After a day’s chase they were close to the maw of the volcano Tshibinda. There he started to feel strange for one moment but it was gone the next. He decided to finish the hunt and revealed himself to his prey. The hunters saw the claws of shadow and smoke and they knew who he was. They were afraid but they did not panic. They prepared their weapons when he approached and he laughed at them and their pointless resistence. But when he came close he saw that their weapons were different. Not made from stone but shining and black with razor sharp edges and needle points. And in his head he heard the fearful cries and whines of a thousand animals. He felt the memory of pierced flesh and cut bone. He felt the fear of the obsidian and his knees buckled. The next thing he knew was pain. Pain when the black glass pierced his body again and again. He did not realize that they threw him into the chasm, the maw of Mount Tshibinda. He did not realize the lava chaaring him, enclosing him and imprisoning him in an obsidian cage. After that there were memories of the hunt and the chase. There was darkness. Sometimes there was the echo of a memory of forests and prey. Darkness. Emptiness.
When Aristide was 25 everything changed. Most of the people around him respected him. But others feared him and among them was their leader. He feared that Aristide would sooner or later try to take his place. So he sent him with two of his trusted men to retrieve a load of cocaine that was lost on the slopes of Mount Tshibinda. When they reached the maw of the Mountain everything happened too fast. The knife bit in his chest a couple of times and they threw him into the chasm. It was not as steep as it once was so he slithered more than he fell. When he lay still it was dark. He had broken through the ceiling of some cave. He was still alive but he knew he would be dead soon. His body was bleeding and broken and he could not move. He lay there in pain, preparing himself to be judged. Was there a gleam in the cave?
The echo of a feeling, millenia old. What was left knew no names and words, but it felt. Wind and starlight touched the spirit of what was once the Hunter for the first time after more than 7.000 years. It perceived that there was more in the cave than stone and glass and it moved.
Was this the end? Aristide came closer to the light.
It, that had been Seku ages ago, reached what was lying on the floor and it felt that it was different, not dead but alive. Alive. Living. Longing. It moved even closer.
The light reached him. It was pale and cold. Aristide felt very alone.
It was in the living thing now. Not two but one. Away now, far away from the black glass.
Aristide felt cold but he knew he had to move. His body was broken but his will was strong. So slowly, very slowly he crawled. Up the debris and into the moonlight. Only a few meters but the minutes they took him felt like hours. And he did not know why he did that, what could save him now.
The feeling of the hated black glass faded. A weight that had pressed down on it for what felt like forever was lifted. There was still instinct. It mended its house of flesh like the earthworm would heal.
Aristide did not know how but he felt his wounds stop bleeding, felt his bones mend and his wounds close. Soon he stood up. He felt…strong. But he was alone in a desolate place without food and water. But he was not one to give up. So he started to climb the wall of the chasm.
The echo of a memory of the Serval’s dexterity.
It was much easier than Aristide would have thought. And it went on like that. When he reached their old camp he was sure that he was changed. He felt stronger and faster than he ever had and he felt when people or animals were close before he even saw them. The guards at the boss’ house stared at him like they had seen a ghost and run. He thought he saw a pale shimmer reflected in one of the windows but he did not pay attention. He found the man who had ordered him killed and did what had to be done. When he stood over his dead body he saw the claws coming out of his fingers or – more precisely – the shadows of claws, a pale and smoky gleam in the dark. And he felt the man he had killed.
Far away It remembered prey.
In the following months Aristide learned more and more about what he could now do. He did not know where these powers came from. But with the powers came the dreams. Dreams of never ending darkness and – sometimes – dreams of riding the wind, gliding through the ocean or chasing through vast forests. Aristide was the boss now. But the men had seen his dark face, the face of the Hunter and they feared him. He did not care. It did not take him long to remove opposition. It also did not take long though that he found himself going out at nights. At first he did not know what he was looking for. But soon he realized he was looking for challenging prey, people with powers like him. Sometimes he found them. If he found them dangerous he followed them. One night he saw one of them molesting a young woman. So he struck and killed what he now knows was a mutant. After that, at nights when the light was good, he sometimes could not keep himself from going out to hunt. He always looked for bad people and finding them was not hard. When he killed one of the Gifted he sometimes felt their powers, felt how they were his to use now. He moved his area of operation then to the city formerly known as Abidjan at the Ivory Coast. There was more money to gain for a man like him. He also hoped that the new surroundings would keep him from his nightly hunts. It didn’t. Soon he was known as the King of the ten Cities – the Cities Abidjan was divided into in 2002.
The Hunt. Prey.
Aristide often sent money to his mother and he looked to it that his younger brother got the chance to become a priest. But his brother did not want to see him and he respected that. People feared him. One day he found an envelope on his desk. His knees felt weak and his hands trembled when he opened the envelope. In it were a letter and a piece of black glass. He felt what he never felt before. Deep in him there was a terror without bounds. A window through which he saw never ending darkness and depravity. In the letter the author wrote Aristide that he knew what he was and that it would be his end if would stay. So he left. He had acquired not only power but money too but he was no fool. A plane brought him to Haiti only three days after the letter had reached him. There he did what he could, dived into Haiti’s underworld and broke opposition he met.
New winds. New Hunting Grounds.
The Mutants he found he drove away or killed. Soon he was undisputed king of Haiti’s Underworld. It did not take long for the people of Haiti to fear him. They called him the Witcher or Kalfu and they dared not to speak in his presence. The land was broken but the business was good so close to the shores of the USA. Then he heard that his mother had died. He used his money and influence to have the church send Armand to Haiti too. But Armand still would not meet him. Over time he became a thorn in the flesh of the USA because he made it hard for them to get a hold on Haiti. One night they arranged a meeting between Aristide and one of their snitches on Aristides yacht. 10 minutes after the appointed meeting half a dozen rockets hit the yacht and killed every person on it in a ball of fire. That night though, Armand had sent for his brother. Only minutes before the rockets hit, Aristide had left the yacht. He found his brother in a hospital. Armand lay there dying from cancer. He told Aristide that he forgave him. He gave Aristide the cross pendant he had inherited from their mother. Then he died. This was the first time for years and years that Aristide cried. It surely was not right that his virtuous brother had died and he, an evil man, lived. But he knew that – in some obscure way – his brother had given his life to save the life of Aristide. This he had to honor. He owed to his brother and he owed the one God that he did better with this new life they had given him. Aristide went to a small church close by to pray. But the priest awoke and saw him. The priest knew who he was, what he was, called him a sinner and asked him to leave the House of God. Aristide knew the man was right, he had sinned, more than a man should. He was what the priest had named him: a sinner. He gave himself the promise, before god, that he would be a better man and left Haiti that same night…
His stats:
Brawn 2 (4)
Agility 2 (4)
Mind 2 (4)
Weakness: Negating and Damaging Weakness: Obsidian Weapons (+2/+2)
Powers:
Nature’s Avenger: Shapeshifting 4 (4) – Energy Cost (-1) – gains Disadvantage “Freak” when using shapeshifting15
MULTIPOWER with Mending of the House of Flesh: Healing 3 (3) – Energy Cost (-1) 16
LINKED with Swiftness of the Predator: Super Speed 3 (3) 18
Strength of the Silverback: Super-Brawn +1 (1) – Situational: Only when shapeshifting19
Swiftness of the Panther: Super-Agility +2 (3) – Situational: Only when Shapeshifting22
Enter the Spirit’s realm: Invisibility 5 – Disorienting (4)26
Gift of the Raptor: Attack Weak Point 2 – Limitation: only against living targets (1) 27
Eyes of the Netherworld: Super Sense 2 (2) – Situational: Only works when Invisible (-1) can see living things even when hidden or invisible28
Instinct of the Hare: Danger Sense 2 (2)30
Presence of the Hunter’s Spirit: Mind Shield 2 (2) – Disorienting (-1)31
Claws of the Soulstealer: Special Attack 3 (3) – Damage: Brawn +1, Accuracy: Agility +2, Limitation: Do not Affect Machines (-1), Extra Effect vs. Armor +2 (+1) 34
Charge of the Tiger: Paired Weapons (2) – Limitation: Claws of the Hunter only (-1)35
Fear of the Ancient Predator: Confusion 1 (1) (affects everybody in Area) - One Time (-1); Area: 3 (3) 36
Echoes of the Hunter’s Mind: Skilled 2 (2) – Situational: Only when shapeshifting (-1) 37
Skills: Athletics (Running), Drive (Control), Streetwise (Gut), Deception (Detect Deception)
Additional Skills when Shapeshifting: Stealth +3 DM (Moving Silently), Outdoor +1 DM (Tracking)
Advantages: Quick Thinking, Never Surrender, Frightening Presence
Disadvantages: Arch-Enemy, Social Stigma, On the Run
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Last edited by Sunslinger on Mon Dec 06, 2010 2:18 pm, edited 1 time in total.
- Sunslinger
- Mystery Man
- Posts: 85
- Joined: Fri Aug 13, 2010 11:00 pm
Sunslinger (Hero, 33 points)
William Harris – The Sunslinger
Brawn 1 (2) Soak: 1
Agility 4 (8) Defense: 6 (9) +2
Mind 2 (4) Mental Defense: 2
Priority: x9
Weakness: Negating Weakness: when he does not eat lots of sugar in 24 hours his fast metabolism slows so much as to make him a normal person (-2)
Powers:
Super Speed II (5) – Limitation: No Movement increase (-1), Not Tiring (+1)
Two Sunshooters V (5) – To Hit x7, Damage x7, Range: Long (+3), Gadget, easily taken (-1)
Deflect II (2) – Affect others (+1), Limitation: needs gun(s) to use power (-1), only against missile attacks (0) (2)
Boost: Mind II on Damage for Sunbeam (2) – Same Source as Sunbeams (-1)
Boost Agility I on to hit for sunbeam and Boost I on Priority when drawing/using the Sunguns (2) – Same Source as Sunbeams (-1)
Danger Sense (2)
Offhand Shooting (2)
Attack Weak Spot (2) – Immobile (-1)
Skills: Athletics (Running), Drive x5 (Motorcycle), Streetwise (Gut), Technology (Repair)
Advantages: Quick Thinking, Never Surrender, Super Vehicle
Disadvantages: Arch-Enemy, Social Stigma, On the Run
Super Vehicle:
Motorcycle (Size 0)
B: 2 A: 5 M: 1
Move: 40 (80); Force Field: 160 pts 10 soak
Powers: Super Running 5, Force Field 5 - Burst 1, Charges (-1), Super Speed I (1) – One Use, Movement Only, Not Tiring (+1)
DisAdvantages: No Seat-Belts, Open, Street Only, Remote Control, Secure, Auto-Pilot.
Brawn 1 (2) Soak: 1
Agility 4 (8) Defense: 6 (9) +2
Mind 2 (4) Mental Defense: 2
Priority: x9
Weakness: Negating Weakness: when he does not eat lots of sugar in 24 hours his fast metabolism slows so much as to make him a normal person (-2)
Powers:
Super Speed II (5) – Limitation: No Movement increase (-1), Not Tiring (+1)
Two Sunshooters V (5) – To Hit x7, Damage x7, Range: Long (+3), Gadget, easily taken (-1)
Deflect II (2) – Affect others (+1), Limitation: needs gun(s) to use power (-1), only against missile attacks (0) (2)
Boost: Mind II on Damage for Sunbeam (2) – Same Source as Sunbeams (-1)
Boost Agility I on to hit for sunbeam and Boost I on Priority when drawing/using the Sunguns (2) – Same Source as Sunbeams (-1)
Danger Sense (2)
Offhand Shooting (2)
Attack Weak Spot (2) – Immobile (-1)
Skills: Athletics (Running), Drive x5 (Motorcycle), Streetwise (Gut), Technology (Repair)
Advantages: Quick Thinking, Never Surrender, Super Vehicle
Disadvantages: Arch-Enemy, Social Stigma, On the Run
Super Vehicle:
Motorcycle (Size 0)
B: 2 A: 5 M: 1
Move: 40 (80); Force Field: 160 pts 10 soak
Powers: Super Running 5, Force Field 5 - Burst 1, Charges (-1), Super Speed I (1) – One Use, Movement Only, Not Tiring (+1)
DisAdvantages: No Seat-Belts, Open, Street Only, Remote Control, Secure, Auto-Pilot.
- Sunslinger
- Mystery Man
- Posts: 85
- Joined: Fri Aug 13, 2010 11:00 pm
Fast Shadow (Villain, 35 pts)
Fast Shadow
B: 1
A: 2
M: 3
Weakness: Negating when his skin is exposed to direct sunlight (+2); Damaging Weakness: Attacks based on light (+2)
Hovering (1) – Situational: Only when in Shadowform: 1
Keen Vision (1) – Situational: Only when in Shadowform: 1
Ghost Form (3): Shadowform: Energy Cost (-1): 2
Teleportation (2): Shadow-Portal – Limitation (-1): needs Shadow to enter and exit, Affect Others (+1): 2
Super Senses (2) – can see in total Darkness – Limitation: Only when in Shadowform (-1): 1
Confusion (2): Darken – Area of Effect, Range 1, Area 3, Variable (1), Limitation: Does not work in sunlight (-1): 6
Telekinesis (3): Shadow Arms – Ricochet (2), Range +1 (1), Limitation: needs Shadow for arms to come out: 5
Boost: Mind when using Telekinesis (1): 1
Animating: Shadows (5) – Limitation: Only Shadows (-1): B: 3, A: 3, M: 1, Weakness: Negating & Damaging Light & Sunlight (+4), Hovering: 1, Ghost Form 2 - always on (-1), Special Attack: Shadow Claws (2) +1 DM to damage, +1 to hit, Enhancement: Affect substantial (+1), Super senses (2) – can see in total darkness; Super Speed (3) – limitation: Only one Action per Shadow (-1) : 4
Super Speed (3) – Situational: only when in Ghostform (-1):: 2
Martial Arts (2): Fast, Tough & Defense: 2
Skills: Drive (Control), Stealth (Shadowing), Humanities +1 DM (Chess), Streetwise (Gather Information)
Disadvantages: Arch-Enemy, Social Stigma, Her Gallery
Advantages: Contact, Sidekick, Quick Thinking
The Shadowhunter (Sidekick) – 27 pts
B: 2
A: 3
M: 1
Weakness: Negating: Sunlight & Damaging Light-based Attacks (+4)
Ghost Form: 3 – Always on (-1)
Hovering: 1
Super Sense: Can see in Darkness (2)
Shadow Claws: Special Attack (4) – Damage +2, to hit +2, Affect Substantial (+1) (5)
Super Speed (3)
Teleportation (2) – Limitation: needs Shadow to enter and exit (-1)
Keen Vision (1)
Paired Weapons (2)
Attack Weak Spot (2)
B: 1
A: 2
M: 3
Weakness: Negating when his skin is exposed to direct sunlight (+2); Damaging Weakness: Attacks based on light (+2)
Hovering (1) – Situational: Only when in Shadowform: 1
Keen Vision (1) – Situational: Only when in Shadowform: 1
Ghost Form (3): Shadowform: Energy Cost (-1): 2
Teleportation (2): Shadow-Portal – Limitation (-1): needs Shadow to enter and exit, Affect Others (+1): 2
Super Senses (2) – can see in total Darkness – Limitation: Only when in Shadowform (-1): 1
Confusion (2): Darken – Area of Effect, Range 1, Area 3, Variable (1), Limitation: Does not work in sunlight (-1): 6
Telekinesis (3): Shadow Arms – Ricochet (2), Range +1 (1), Limitation: needs Shadow for arms to come out: 5
Boost: Mind when using Telekinesis (1): 1
Animating: Shadows (5) – Limitation: Only Shadows (-1): B: 3, A: 3, M: 1, Weakness: Negating & Damaging Light & Sunlight (+4), Hovering: 1, Ghost Form 2 - always on (-1), Special Attack: Shadow Claws (2) +1 DM to damage, +1 to hit, Enhancement: Affect substantial (+1), Super senses (2) – can see in total darkness; Super Speed (3) – limitation: Only one Action per Shadow (-1) : 4
Super Speed (3) – Situational: only when in Ghostform (-1):: 2
Martial Arts (2): Fast, Tough & Defense: 2
Skills: Drive (Control), Stealth (Shadowing), Humanities +1 DM (Chess), Streetwise (Gather Information)
Disadvantages: Arch-Enemy, Social Stigma, Her Gallery
Advantages: Contact, Sidekick, Quick Thinking
The Shadowhunter (Sidekick) – 27 pts
B: 2
A: 3
M: 1
Weakness: Negating: Sunlight & Damaging Light-based Attacks (+4)
Ghost Form: 3 – Always on (-1)
Hovering: 1
Super Sense: Can see in Darkness (2)
Shadow Claws: Special Attack (4) – Damage +2, to hit +2, Affect Substantial (+1) (5)
Super Speed (3)
Teleportation (2) – Limitation: needs Shadow to enter and exit (-1)
Keen Vision (1)
Paired Weapons (2)
Attack Weak Spot (2)
- Sunslinger
- Mystery Man
- Posts: 85
- Joined: Fri Aug 13, 2010 11:00 pm
Glen Stark - Psycho (Villain, 35 points)
B 3
A 3
M 2
Unstable Mind: Weakness: Mental Attacks (+2)
Nullify 5, Area 3, Finite (-1)
Weapon Technique 2 – all close combat weapons (1)
Attack Weak Point (2) – Immobile (-1)
Swift Strike
Boost: AG +1 to hit with Weapons
Increased Density 1 (2) – Time (-1)
Armor 3
Resistance 3: Electricity, Bullets, Unarmed, Melee, Suffocation, Poison
Disadvantages: Arch-Enemy, Social Stigma
Advantages: Frightening Presence
A 3
M 2
Unstable Mind: Weakness: Mental Attacks (+2)
Nullify 5, Area 3, Finite (-1)
Weapon Technique 2 – all close combat weapons (1)
Attack Weak Point (2) – Immobile (-1)
Swift Strike
Boost: AG +1 to hit with Weapons
Increased Density 1 (2) – Time (-1)
Armor 3
Resistance 3: Electricity, Bullets, Unarmed, Melee, Suffocation, Poison
Disadvantages: Arch-Enemy, Social Stigma
Advantages: Frightening Presence