[Savage Worlds] A Necessary Evil (Inactive)

Game Master Peanuts


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“Welcome villains, to Star City, a once wondrous city held in the grip of the V’Sori and their underlings, the vicious K’tharen. The Heroes who have plagued us so in the past are gone, eliminated through the alien’s treachery, or else captured and taken aboard their ships for whatever unpleasant purposes they may have devised. Well you may have reveled in the destruction of Champion of Alpha Force—the world’s greatest superhero and super team respectively—when the alien’s blasted him from orbit on live television in the opening salvo, but now almost three years later they are still here, and show no sign of leaving. They hunt us like dogs, crushing any opposition; they are everywhere, in every country, every government, looming behind every person of power—if they have not simply done away with them as they did the world’s leaders, putting in their own toadies, or taking such power for themselves.

We will not stand idle any longer, the earth is our’s, not some alien scum from the back corners of the galaxy! You know me, I am Doctor Destruction, Champion’s nemesis, but even I cannot defeat the V’Sori alone; we must put aside our squabbles, our rivalries, and our hatreds and work together. Join me, join Omega, and together we will wipe the aliens from the earth, and send them back into the depths where they came from!”

So ends the most recent of the Doctor’s broadcasts, his powerful voice accompanied by the latest scenes of the alien’s atrocities, broadcast on every channel, every television across northern America. It’s almost funny—watching the aliens squirm helplessly as they try to track down the iron-clad face of Destruction, only to raid some empty warehouse, or break down the door to some alien sympathizer’s mansion and drag him off for questioning. The interruption of the first superbowl since the V’Sori’s invasion was a particularly brilliant stroke, though it did rather spoil the match when an enraged fin blasted the stadium screens, sending them tumbling onto the field.

Almost funny… Destruction’s words have grown tired, you’re not interested in sticking your neck out for the Fins to chop it off, you’re a villain! What do you care for the rest of the world? Of course, it doesn’t really matter now, the cuffs are on, your powers are useless, and pretty soon you’re going to disappear, just like all those shmucks in Dr. D’s videos.

Maybe you should have paid more attention…

-=-=-=-=-=-

This thread is for the recruitment of Super Villains to play in a Necessary Evil campaign, using the Savage Worlds Deluxe rules system. The above is a rough summary of the campaign world, and a hint about how the game will start. One thing not mentioned is that Atlantis existed (up until recently) as a magical society of telepathic ocean dwellers, and though generally separated from humans by the depth of the ocean, there were peaceful relations between it and the surface world (including interbreeding between the two). It was largely destroyed by the Ktharen (or Fins as they are commonly known) in one of their initial attacks, when they bombed it from orbit.

Players should be familiar with the Savage Worlds system (previous versions of the rules are fine, Deluxe hasn’t changed too much), and if possible have access to the Necessary Evil setting book, and Super Power Companion for Savage Worlds (at least one of them, I'm not going to spoon feed everything to you guys, if it isn't in this post then you'll have to look it up somehow. They both contain lists of powers for use with this setting, if there is a conflict between the two I will most likely be favouring the Super Power Companion, as it is the more up to date).

Character Creation::
As per normal character creation with a few setting related differences:
Race – Choice between Human, Atlantean, and Hybrid. There will also opportunities to play other weird races once you reach the super powers section, but pick a base race here.
Traits - 5 Attribute Points to be split amongst Agility, Smarts, Spirit, Strength, and Vigor as usual.
Traits - 15 Skill points to be split amongst the normal skill list. Necessary Evil adds no new skills, but some of the weirder ones like Knowledge (Xenobiology), and Spellcasting may actually see some use. For those not familiar with Savage Worlds Deluxe, the Guts skill has been removed, so no need to spend skill ranks on that. Anything that calls for a Guts skill roll now simply uses Spirit instead.
Hindrances – Generally work like normal Savage Worlds, up to two Minor hindrances (1 point each) and one Major hindrance (2 points). Savage worlds also allows characters to take a second Major hindrance, in order to gain an additional 5 power points (see Powers below) at character creations (which combined with the Power Points edge, allows characters to start with 20 power points).

Necessary Evil introduces the following new hindrances: Alien Form (Major), Allergy (Major or Minor), Dependant (Major), Disability (Minor or Major), Distinctive Appearance (Minor), Gimmick (Major), Gloater (Major), Heartless (Minor), Power Negation (Major), Servitor (Major), Terminally Ill (Major), Weakness (Major or Minor)
Edges – All villains gain Arcane Background (Super Powers) as a free edge, which works significantly differently from more traditional Arcan Backgrounds. As per normal Savage Worlds rules characters may have only one Arcane Background. Other edges may be bought as normal using points gained from Hindrances.

Necessary Evil introduces the following new edges: Combat Sense (Combat), Jack-of-all-Trades (Professional), Mechanical Genius (Professional), Take the Hit (Combat)

Gear – Purchased like normal, $1000 to spend, though Necessary Evil has it’s own gear list (a brief comparison leads me to believe the gear list in the Super Powers Companion is very similar if not the same barring flavour). You’ll have to refer to the book, though I may be convinced to copy the tables of items listing costs from it if it seems necessary. Any purchases after character creation will be facing a heavy multiplier, as most of the stuff you’re going to be interested in will be heavily restricted and you’ll have to find someone willing to traffic on the black market, which is a dangerous proposition these days. Anything you buy with starting cash is to reflect purchases and spoils of war from before or during the invasion.

Setting Rules:
As previously mentioned, all characters get Arcane Backgrounds (Super Powers) as a free edge, if you wish you may swap this out for another free edge of your choice, but I really don’t recommend it.
The Unarmed Defenders rule is inappropriate to the setting and is ignored.
Recurring Roles – Necessary Evil is based on comic book style super heroes and villains, which are virtually immortal. In effect any normal rule which would result in the death of a character (such as from bleeding out) is ignored, and the character instead falls into a coma, is temporarily dispersed, or some other side effect as appropriate to their ‘demise’. They will generally regain consciousness in under a week, though in some cases special treatment or rituals may need to be performed as appropriate to the character and the injury in order to recover. This also works both ways, the aliens (at least the important ones) get similar benefits.

This is not to say that your characters are truly immortal however. If a character goes out of their way to put an end to someone (and assuming they know how to do so), then that character will die. The speedster may go down to a hail of gunfire and be up and about the next day, but if the enemy Fin commander wraps his hands around the speedster’s throat and squeezes until his head pops off… that’s probably going to be it.

Special Knockback rules are in effect, if you get hit by a character with a d12 or greater Strength, then you’re going to go flying (generally 1d4”, plus 1d4” per raise)

House Rules:
I’m stealing some rules from other systems here, and experimenting with one of my own as well.
Beliefs and Instincts – Taken from the Burning Wheel system, I think this will work fairly well with Savage Worlds. You character can choose to have two Beliefs and two Instincts.

Beliefs are descriptions of your characters current goal or motivation, for instance “I’ll find the bastard who snitched on me, and make sure he pays.” or “The V’Sori watchpost in the Docks is getting in the way, I’ll find a way to take it out.” Or even “(Insert fellow teammate) crossed me, I’ll teach him a lesson by (plan)”. These beliefs should be posted openly, as great as it is to have a big dark secret about your character, it’s actually more interesting if your party knows about it, without allowing it to affect their perceptions too strongly; it’s rare you’ll ever get that ‘Ahah!’ moment when the players figure it out, it’s just how RPGs go.

Instincts are a mechanical cheat. If you’ve ever had the argument with your GM about whether or not you had your sword and/or blaster pistol drawn, Instincts are the answer to that. Instincts allow you to define something about your character to give a slight mechanical advantage. “When I sense danger, draw my (weapon)”, “Always know where the exits are.” or “Always carry a knife”, and “Never trust a pimp” are all examples of potential instincts.
Bonus Knowledge Skills – Knowledge skills always seem to fall by the wayside in my experience of savage worlds, and with good reason, there are never enough skill points. The system helps somewhat with Common Knowledge, but I don’t think it’s quite enough; so for that reason I am granting every character a number of free skill points equal to half their Smarts die (maximum 6, sorry all you super brainy people, those pluses over d12 wont help you here). These skill points can only be spent on knowledge skills; all knowledge skills must be reflected by the character’s background. A stoner or a drug dealer won’t know too much about the V’Sori or their technology, but a smuggler who specializes in stolen V’Sori tech might have a d4 or d6 in Knowledge (V’Sori Technology).

I should also remind everyone that Knowledge skills cover languages (as found on page 26 of the Deluxe Rulebook (Explorer’s Edition)) :)

Super Powers:
There are faaaaaarrrr too many powers to list them all here with what they do, so please refer to the Necessary Evil or Super Power Companion to find the full descriptions. Players start with 10 power points, which can be bought up to a maximum of 20 power points at character creation by purchasing the Power Points edge, and taking the optional second Major Hindrance (5 points from each). The list* of Powers is found below:

Absorption, Ageless, Altered Form, Animal Control, Animation, Animated Object, Aquatic, Armor, Melee Attack, Ranged Attack, Awareness, Broadcast, Burrowing, Chameleon, Construct, Copycat, Damage Field, Darkvision, Decay, Deflection, Duplication, Earthquake, Energy Control, Ensnare, Explode, Extra Actions, Extra Limbs, Fear, Fearless, Flight, Force Control, Gifted, Growth, Headquarters, Healing, Heightened Senses, Illusion, Immunity, Infection, Intangibility, Interface, Invent, Invisibility, Jinx, Lair (See Headquarters in SPC, not NE), Leaping, Malfunction, Matter Control, Mind Control, Mind Reading, Minions, Negation, Paralysis, Parry, Regeneration, Shrink, Speak Language, Speed, Storm, Stun, Super Attribute, Super Edge, Super Skill, Super Sorcery, Swinging, Telekinesis, Telepathy, Teleport, Toughness, Undead, Vehicle, Wall Walker, and Whirlwind.
*Note: I left my Super Power Companion at home so there may be some slight tweaks to this list

Characters will be chosen primarily on concept and backstory, yes that means you have to write a backstory, the more interesting it is and the more things you give me to play with, the more likely you are to be chosen.

On a related note, here is some very helpful other helpful advice if you want to get chosen to play in this setting. I’m going to copy and paste it from the book word for word for you guys :)

Quote:

Evil, Not Psychotic

Necessary Evil is all about playing the villains of four-color comics, with their grand schemes of world domination and destruction. While these villains may be murderous and megalomaniacal, they don’t tend to be mindless killers without purpose.
The super-villain you make up should at least have the potential for working with other super-villains. While playing a completely anti-social psychotic does have its charms, it does not usually make for good team game-play.
Take some time to consider why your villain would cooperate with other villains, especially under the circumstances.Your villain could certainly murder his fellow compatriots at a later date to serve his own goals, but for the time being, he ought to realize he’s more powerful with others by his side.

Interparty conflict is welcome, and perhaps even encouraged, pvp is less so. I’m not saying don’t fight, I’m not even saying don’t attack each other, or kill if it’s appropriate, but it should be appropriate; don’t attack a fellow party/cell member because he ate your turkey on rye from the base fridge. If you character has Bloodthirsty and Vengeful as Major hindrances (or some similar combination), then you should consider the concept carefully, I certainly will be.

Some other things to consider for your concept as suggested in the Necessary Evil book:
What is the origin of your character’s powers?
What turned you to villainy?
What were you doing during the invasion?
What were you doing when you were caught? and how, or why were you caught?

Standard sort of rules for the pbp will apply. Try to post (or at the very least check) the threads once a day. If you are going to be absent for more than a day then please notify me ahead of time. If you have unexplained absenses or delays in posting I may post for your character in order to keep things moving.

Submissions will close in approximately a week, give or take a day or two depending on my availability, my selections will be up a short time after that. I look forward to playing with you guys, I know I had a lot of fun playing this campaign, and I hope I do it justice for those who are selected.


This ... yes.
SW fan and always intrigued by NE and SH rp generally.
At the moment, I have no strong concept for a character, except I don't want to be a martial artist in a plaid skirt. And I like the whole evil-with-good-intentions type of villain.

Obviously, I'll return to this when I've slept and ... you know ... thought.


I am really interested in this but unfortunately I am not familiar with the Savage Worlds game I will try to learn as quickly as possible and get a character up but I've played plenty of Mutants and Masterminds so I am familiar with a super powered setting and villainy


I am interested and familiar with both the NE setting as well as the Super Powers Companion. I have a question to pose before putting forth a character...

I have two concepts and would like to know which would be generally more welcomed...

Concept #1 is a remake of a character I made for a tabletop version of NE. He is one of the last few members of an militaristic alien race that was wiped out in a war against the V'Sori. Several of them that remain now are kept in stasis aboard V'Sori research vassals because of their combat prowess and enhanced physical abilities. (The character is conceptually an 'Elite' from the Halo Universe. They are militaristic, but they have high values similar to Bushido, but they were also conquerors of lesser races.) Background would include him escaping as well as destroying a bunch of dirty V'Sori scientist. He would crash a escape pod onto earth and generally go on a One-Man War against the V'Sori before he was re-captured as per the Campaign Primer above.

Concept #2 would just be a villainous Japanese Samurai (similar to Silver Samurai from Marvel Universe) in a Battle Suit (ala Iron-Man). This concept is not as developed as I just came up with it when I was reading the game (and is mostly influenced by the fact that I just posted a Jade Regent campaign). I will probably bastardize a former M&M character that I made for this concept.


Savage Worlds is brilliant. I don't know where to find specific stuff for Necessary Evil.

The basic freebie rules are here:

http://www.peginc.com/freebies/SWcore/TD06.pdf


I shall have a brute force character put forth in shortish order.


Nylissa wrote:

This ... yes.

SW fan and always intrigued by NE and SH rp generally.
At the moment, I have no strong concept for a character, except I don't want to be a martial artist in a plaid skirt. And I like the whole evil-with-good-intentions type of villain.

Obviously, I'll return to this when I've slept and ... you know ... thought.

Evil with good intentions works well enough, as does neutral and morally ambiguous (which is the type of character I played :))

Harthik wrote:
I am really interested in this but unfortunately I am not familiar with the Savage Worlds game I will try to learn as quickly as possible and get a character up but I've played plenty of Mutants and Masterminds so I am familiar with a super powered setting and villainy

Well I'd say you should have too much trouble learning the system, it's fairly simple. Good luck :)

Arcmagik wrote:

I am interested and familiar with both the NE setting as well as the Super Powers Companion. I have a question to pose before putting forth a character...

I have two concepts and would like to know which would be generally more welcomed...

Well both would work well enough, so it really depends what sort of story you want to tell. The latter will be the more traditional get the aliens off my planet which is what everyone else will be trying to do, while the former sounds like your motivation would be pure revenge. Either is fine :)

Mark Sweetman wrote:
I shall have a brute force character put forth in shortish order.

Excellent!


I wonder if I should bring back Gremlin . . . .


Shhh, they mustn't know of Gremlin! *eyes the recruits warily*


yeah, he could break the game (again!) :)


This will be my recycled alias for the angry wall of meat.

Inspired by The Great Gama, and jettas as described in Cornwell's Sharpe books (who executed people by crushing their heads barehanded) - I give you Mus'ad (it means Camel).

He will be a Bloodthirsty, Clueless, Big Mouth Illiterate with heavy investment in making his fists hurt people (Melee, Growth, Super Strength, Leaping, Toughness).

Will fill in over the next couple of days with the required details as per the first post with requirements.


(Nylissa's character)

The stats aren't altogether worked out, but the story is:

Anne-Marie had a forgettable face, but her mind was always superior. She received her first PhD at the age of 20, and rather than taking the professorship that she was offered, she pursued her studies with an unorthodox scholar. He had spent a lifetime studying the use of masks in primitive religious ceremonies, and had stumbled upon a secret

The scholar believed that a mask, properly endowed with spiritual power, not only concealed the wearer's face but also allowed him to become a spirit, liberating him from the constraints of reality. Anne-Marie was able to learn his techniques, and was well on the way to crafting a spirit-mask of her own when disaster struck.

There are those who know of the powers Anne-Marie's mentor was dabbling with, and who thought he had gone too far. The Black Council was one such group, and they reached out through their agents to stop him. Perhaps he never realized the danger he was in, or perhaps he thought the warnings were a bluff. They were not. Anne-Marie was in another city, presenting a paper at a conference when her mentor was killed. It appeared to be nothing more complicated than a meth addict, trying to rob him and accidentally killing him. Anne-Marie knew that he had been sent by the Black Council, through their agents.

She created a spirit-mask, not from a heavy wooden carving, but from a velvet carnival masque. Using the power of the masque to become a spirit, she hunted down the people responsible for her teacher's death. First the killer died, and then the people behind him. And the people behind them. With every death, though, a new layer of the conspiracy was revealed to her, and a new target. At times, she wonders if she was mistaken, if there was no grand conspiracy and her mentor's death was what it appeared to be to the police, a robbery gone wrong, but she has gone too far to turn back, now. Much too far.

The Black Council:

I'm uncertain about this group. It could be a full blown illuminati type thing or a complete fabrication of her imagination, or anywhere in between. It could also be folded into any other secret organization that you have going on. For the purposes of playing Anne-Marie, it doesn't make a lot of difference, and I'd actually rather not know. She's going to kill them all, whether they exist or not.

First Crunch:

Agility: d6 Smarts: d12+2 Spirit: d6 Strength: d6 Vigor: d6

Shooting: d6 Fighting: d4 Investigation: d8 Streetwise: d6 Notice: d8 Healing: d4 Tracking: d4 Stealth: d4 Persuasion: d4 Knowledge: Occult d6 Knowledge: Conspiracy Theory d8

Toughness: 5 Parry: 4 Move: 6 Charisma: 0

Edges: Power Points*(extra major hindrance) AB: Superpower (free) Power Points

Hindrances: Vengeful (major)* Enemy (major)(the conspiracy if it exists, vengeful family of those she killed if it doesn't) Heartless (minor) Loyal (minor)

Powers:
Intangible (spirit) 5pts
Mind Control 3pts
Telepathy 2pts
Chameleon 3pts
Super Attribute (smarts +5) 5pts

Beliefs:
The Black Council killed my mentor, they're going down.
The spirits will remove my powers if I do evil. They haven't, so I am doing good. (ain't it wonderful how she can justify all these murders?)

Instincts:
Always looking for clues. When in doubt, she DID check there. (she is way smarter than me, after all)
Take another face before a kill. You never know when there might be a witness.


Ahh, a clarification regarding the optional second Major hindrance. This does not in fact grant the Power Points edge, it grants an extra 5 Power Points instead (the book refers to this as Super Karma, it's not an actual edge). The difference between the two is that Power Points can only be taken once per rank (similar to an Attribute advance), so it is possible to take both the extra Major hindrance (super karma), and power points at character creation to start with 20 power points.

Mus'ad - can't say I've ever read those, but sounds alright. Big, dumb and ugly, (well, I guess you didn't necessarily state the last one) just like a Brick should be :)

Masque - Interesting concept. I'd probably want to talk to you a bit more about the powers of the Masks if selected, what it was that your mentor was actually dabbling with, etc. I'm sure I can figure something out for the Black Council... :)

Your first instinct is probably okay, but it's worded a bit broadly, at the moment I'd be interpretting it as you would be able to get retroactive Notices check to recall some detail you missed at the time. I'd probably reword it is something like "Always look for clues, no detail escapes her gaze." I'm a bit peculiar about weird details myself sometimes :p

Other than that you only seem to have spent 2 of the 4 points you get from hindrances (for the power points edge), and only spend 18 of your twenty power points (it is acceptable to 'horde' power points for your next power points advance, but that won't be until at least 20xp, and you won't be able to spend them beforehand (unless there's a plausible in-game reason for you to develop new abilities anyway).


Isabelle 'd Honaire is from the future, a perfect future, really. Just ask her, she will tell you.
Honestly, she will tell you even if you don't ask her. She will also tell you how very much better that future is than now...
Particularly for women, minorities, children, the elderly poor...
Really anyone who is outside the current-day power structure.
The odd thing is that there really does seem to be evidence that she is a product of vastly superior health care at the very least. Nor can any observer deny that she is easily one of, if not the most beautiful women in the world alive today. She was offered a large number of highly lucrative modelling contracts before she began violently striking out against 'society's hypocritical, parasitic elite'.
What made this particularly damning is the fact that almost anyone who spends significant amounts of time with her starts to agree with her...

first crunch:
Attributes:
Agility d6 Smarts d10 Spirit d10 Strength d6 Vigor d6

Skills:
Fighting d4 Notice d8 Persuasion d12 Streetwise d6 Taunt d10
Knowledge: Economics d6 Knowledge: History d6 Knowledge: Conspiracy Theory d4

Charisma: +4 Pace: 6 Parry: 4 Toughness: 5
Hindrances:
Delusional {certain she is from a Utopian future & tells you about it, constantly}(Major) , Distinctive Appearance {most beautiful woman in the world}(Minor), Heroic (Major), Monologuer {At every opportunity, she will discuss how your actions are contributing to the on-going gender or culture, or age, or what-have-you disparity. It is even more aggravating when she is correct}(Minor)

Edges:
Attractive, Very Attractive, Arcane Background (Super Powers), 'Super Karma'

Powers:
Lvl 1 Illusion (2 PP), Gifted (1 PP), Mind Control (3 PP), Mind Reading (3 PP), Lvl 1 Minions (1 PP), 2 Steps Super Smarts (2 PP), 1 Step Super Spirit (1 PP), and Telepathy (2 PP)

Beliefs:
Maybe the invasion is a 'good' thing? If we take out the alien overlords, obviously we will be in the best position to enact positive change in the recovering world.
Obviously the others need my guidance about the best ways to go about matters, unless it has to do with violence, then I suppose I should let the 'experts' handle things...

Instincts:
Always get the innocents out first.
Never kill


Thanks for the heads up on her hindrances. I think I had been planning on a vanilla edge. Or another dice of spirit. So we'll call it spirit. The power thing ... will probably be a few points of super-skill.

Also, I had one more point of bonus knowledge skill, which I have applied.

As far as the powers of the Mask, I had made all her powers but her super-smarts be modified by the device modifier (granting her an extra 4 points) and added Invisibility (also in the device), but then she's utterly gimped if she loses the mask.

The Mentor was researching shamanistic magical practices when he stumbled across the concept of spirit masks. He probably had to travel somewhere extremely remote and exotic to study the construction of the masks. The way I had been thinking of it, it's sort of a form of sorcery, but rather than the sorcerer casting spells, the powers are imbued into the mask. The spirits are the embodiment of magical energies. The Black Council ignored this primitive form of sorcery when it was only happening in places like Borneo and Siberia, but when it cropped up in Cambridge, they got interested in a hurry.

crunch, crunch:

Agility: d6 Smarts: d12+2 Spirit: d8 Strength: d6 Vigor: d6
Shooting: d10 Fighting: d4 Investigation: d8 Streetwise: d8 Notice: d10 Healing: d4 Tracking: d4 Stealth: d4 Persuasion: d4 Knowledge: Occult d8 Knowledge: Conspiracy Theory d8

Toughness: 5 Parry: 4 Move: 6 Charisma: 0

Edges: Super Karma*(extra major hindrance) AB: Superpower (free) Power Points

Hindrances: Vengeful (major)* Enemy (major)(the conspiracy if it exists, vengeful family of those she killed if it doesn't) Heartless (minor) Loyal (minor)

Powers:
Intangible (spirit) 5pts
Mind Control 3pts
Telepathy 2pts
Chameleon 3pts
Super Attribute (smarts +5) 5pts
Super Skill (shooting +2) 1pt
Super Skill (notice +2) 1pt

Beliefs:
The Black Council killed my mentor, they're going down.
The spirits will remove my powers if I do evil. They haven't, so I am doing good. (ain't it wonderful how she can justify all these murders?)

Instincts:
Always looks for clues, no detail escapes her gaze. Retroactive Notice Checks to recall details.
Take another face before a kill. You never know when there might be a witness.


OO im in Working on PC now
How you feel about time manipulation / Movement I have done this before and found a way NOT to brake the game etc.

Ok Im bases her on an Agent like
Sapphire & Steel

She's not evil as such she just dos not care about any thing but protecting the time line, if that means off one human or a whole world, shes fine with that. He was recruited because she cares what happens to the universe just now so much the small guys. Its a perspective thing.


Doctor Destruction wrote:

Some other things to consider for your concept as suggested in the Necessary Evil book:

What is the origin of your character’s powers?
What turned you to villainy?
What were you doing during the invasion?
What were you doing when you were caught? and how, or why were you caught?

Isabelle 'd Honaire's powers seem to stem from her remarkable, some have called it unearthly, beauty; although her confirmed psychic abilities stem, she claims, from centuries of human evolution, both physical & spiritual, beyond the present day. Other observers have expressed the opinion that they may be either the result or the cause of her delusional mindset.

Isabelle has never considered herself a Villain, at most she will acknowledge herself as an 'extremist, willing to make the necessary sacrifices for the common good'. Observers have noted that she does place unusual value on human (and animal) life. The few times, prior to the invasion, when she was successfully captured were occasions when she stayed to save unforeseen victims of her endeavors rather than allow harm to come to them, even when doing so placed her in danger of capture.
She has always claimed to be acting in the best interests of humanity as a whole, only 'playing the part society's parasitic elite cast her in'.

Isabelle, or 'Belledonna' as she came to be called after several particularly incendiary articles were written in response to a highly publicized action she took against a number of international banking concerns, was incarcerated in a semi-experimental, automated prison during the initial attack on Earth by the V'Sori & their K'tharen subordinates. She escaped when the K'tharen, mistaking the complex for a military target, used a kinetic gravity weapon to demolish the site from orbit, though she almost didn't get out due to stopping to make certain any other survivors were also safely clear before she fled the scene.

In truth, she only made it about fifty miles before succumbing to her own wounds. The K'tharen skirmish team sent in to clear any remaining inhabitants found her comatose body. She has only recently recovered from her coma while in an alien prison hospital. The staff are not completely certain just what they have on their hands...


I think I am going to have to change my concept and go with a real villain. There seems to be a lack of that going on...


Arcmagik wrote:
I think I am going to have to change my concept and go with a real villain. There seems to be a lack of that going on...

.

Not so! I would say Masque qualifies as a real Villain...
Actually, Belledona qualifies as a real Villain, just because she doesn't kill doesn't mean she doesn't destroy...
What do you think really happened behind closed doors in that 'action' against the International Banking Conglomerate?
Telepathy + Mind Reading + Really High Persuasion = NO Secrets between 'friends'...
Just because she didn't kill anyone doesn't mean people didn't die...
Or wish they had...


By that do you mean, the Emperor in Star Wars, Lex Luthor, Evil genius master mind?


Responses to each of you below (spoilered for convenience, feel free to look at each other's responses if you feel like it)

Belledonna:
Belledonna wrote:

Isabelle 'd Honaire is from the future, a perfect future, really. Just ask her, she will tell you.

Honestly, she will tell you even if you don't ask her. She will also tell you how very much better that future is than now...
Particularly for women, minorities, children, the elderly poor...
Really anyone who is outside the current-day power structure.

Hmmm, Heroic eh? Well a bit namby-pamby for a proper villain, but should be interesting I suppose :p

As far as crunch she seems to have spent one too many attribute points. She has 9 points worth, and only 8 points to spend (5 base, plus 3 from power points). Other than that (and a lack of gear), looks fine.

[spoiler=Masque]

Masque wrote:
As far as the powers of the Mask, I had made all her powers but her super-smarts be modified by the device modifier (granting her an extra 4 points) and added Invisibility (also in the device), but then she's utterly gimped if she loses the mask.

That's the tradeoff for the cheaper powers, yeah. It tends to work better as an armor suit or the like which is a bit harder to destroy or steal.

Crunch looks good, as does fluff/flavour. What's the rationale/flavour behind the mind control?

Onyx:
Onyx. wrote:

OO im in Working on PC now

How you feel about time manipulation / Movement I have done this before and found a way NOT to brake the game etc.

Ok Im bases her on an Agent like
Sapphire & Steel

She's not evil as such she just dos not care about any thing but protecting the time line, if that means off one human or a whole world, shes fine with that. He was recruited because she cares what happens to the universe just now so much the small guys. Its a perspective thing.

Hmmm, well it depends on what you want to do with the character. The time based powers can work well enough as flavour, but that sort of concept is a bit iffier... what sort of powers were you looking at, and what were you wanting to do with them?

Arcmagik wrote:
I think I am going to have to change my concept and go with a real villain. There seems to be a lack of that going on...

Yeah I was going to observe the same myself. Morally ambiguous is fine for a little, but it's good to have some proper violence and mayhem inducing characters :)

Don't worry though guys I'm not rejecting your characters :p

Belledonna wrote:
Not so! I would say Masque qualifies as a real Villain...

She has the Hindrance Heroic! Masque and Mus'ad are sounding like the only real villains so far :p


By certain interpretations, genuine Devils are incapable of harming a true innocent. That doesn't make them any less dangerous for the rest of us...

On an unrelated note

GM-Peanuts:
I re-read Illusions & I'm going to apply the 'Targeted' modifier since the intent is that they are mental illusions, which seems to be what targeted does. I had a question since I wasn't quite certain about how modifiers affect Power Point costs on Powers with Levels. The Modifier affects the cost per level, or the total cost? For example: Illusions, taking the Targeted Modifier with Illusions would reduce the Power Point cost per Level down to 1, or would it just reduce the Total cost by 1? Either way, I will go ahead & spend the 1 PP I get back on fixing the Attribute disparity. I was going to buy a second Level of Illusions (if it was a reduction of per level cost) instead, but this works as well.

Oh, you accidentally folded your response to Masque into my spoiler, you might want to post another one for her.

As far as being a namby pamby villain goes. No, the Heroic Hindrance is what does that. There have been a lot of actually major league Villains over the years who had highly altruistic motives for their Villainy. If you re-read her first belief & think about it, she's planning on using the Invasion to forward her own goals. That's pretty villainous...

@Black Thom: I was thinking more Doctor Doom, Magneto, Amanda Waller, Rhas Al' Ghul myself, but yes.
Granted, she is still a baby by comparison, but everyone has to start somewhere.


I'll have the particulars up in a day or so - weekends is busy ;)


I am going to start work on Professor Mayhem when I return. He has a Doctorate in Evil, and prefers long walks through the ruins of his victories.

This character will be inspired by crossing the Joker with General Zod. All Hail Professor Mayhem!


The Mind Control was actually envisioned as a sort of possession, where she (intangible) enters another person and walks them around.

Because we have two potential girl villains with fairly broadly overlapping powers, AND because I've been toying with the character's story and concept and thinking of other ways her powers could manifest, I've been thinking of reshuffling the crunch on her and going with something else.

@ Arcmagik: I <3 Zod.


This looks brilliant. I'm not familiar with the systems at all, but I'll take a stab at it throughout the week.

I think I'll go with an Anarchist in-it-for-the-fun-and-freedom Supervillain theme.


Belledonna wrote:

By certain interpretations, genuine Devils are incapable of harming a true innocent. That doesn't make them any less dangerous for the rest of us...

On an unrelated note ** spoiler omitted **

As far as being a namby pamby villain goes. No, the Heroic Hindrance is what does that. There have been a lot of actually major league Villains over the years who had highly altruistic motives for their Villainy. If you re-read her first belief & think about it, she's planning on using the Invasion to forward her own goals. That's pretty villainous...

@Black Thom: I was thinking more Doctor Doom, Magneto, Amanda Waller, Rhas Al' Ghul myself, but yes.
Granted, she is still a baby by comparison, but everyone has to start somewhere.

She definitely has the potential to do some damage, and be ruthless under certain circumstances, but she'd definiately not your standard, moustache twirling villain. All I'm really trying to say :p

Mus'ad wrote:
I'll have the particulars up in a day or so - weekends is busy ;)

No worries Mus'ad :)

Arcmagik wrote:

I am going to start work on Professor Mayhem when I return. He has a Doctorate in Evil, and prefers long walks through the ruins of his victories.

This character will be inspired by crossing the Joker with General Zod. All Hail Professor Mayhem!

And the lamingtons of their women! Wait, no... *scratches his head*

Masque wrote:

The Mind Control was actually envisioned as a sort of possession, where she (intangible) enters another person and walks them around.

Because we have two potential girl villains with fairly broadly overlapping powers, AND because I've been toying with the character's story and concept and thinking of other ways her powers could manifest, I've been thinking of reshuffling the crunch on her and going with something else.

@ Arcmagik: I <3 Zod.

Sorry about that, I must have misdone the spoiler tags and your reply got eaten by Belledonna. Hmm, alrighty, is there a no range modifier? Because if not I'd probably cheapen it a point or two if she has to physically posses them. Feel free to play around with different concepts though :)


Further power tweekage questions. The 'Switchable' Modifier basically allows for 'Power Pools' for those of us who have played Hero System. If I were to combine certain powers into a Switchable 'pool' of that nature, would it be possible, later, to pay the difference & remove them from the pool & make them independent powers? As an example: say Belledonna has Level 1 Illusion {Psychosomatic Trauma & Targeted}, Mind Control, and Mind Reading, all of which are 3 point Powers; if I pay 3 points, plus 3 more points to make them all Switchable between each other, may I then, at a later date when I have the Power Points to do so, pay 2 more Points to remove Level 1 Illusion {Psychosomatic Trauma & Targeted} from the 'pool' so that I can then improve it to higher levels? For that matter, would it be possible at a later time to add powers to the 'pool', for example Awareness or Stun {Smarts}, also 3 point Powers?
I realize these are several questions, but I feel they are all related.

edit: Yet (another) tweakage question: What would the Modifier be to base those powers off of her Spirit rather than Smarts, assuming that would be possible at all?

@Arcmagic: The idea of a Joker/Zod hybrid is terrifying...
in all the best possible ways.
I have the feeling that the 'good' Professor & Belladonna will be at each other's throats constantly. She is trying to make the world a better place (ask her, she'll tell you), he wants something that makes pretty lights & sounds as it goes boom. I'm reminded of the personality conflicts in the original 'WANTED' comicbook.


@Masque: Regarding your 'possession' attack.

Masque wrote:
The Mind Control was actually envisioned as a sort of possession, where she (intangible) enters another person and walks them around.

The power point difference between a Ranged attack power & a Melee attack power is essentially 1 point. Given that you were also making it necessary to be intangible while doing so, dropping the point cost down to 1 might not be unreasonable. It would also negate the need for Telepathy, depending on if you took that to be able to control them without talking or if you also were going to be using it independently of Mind Control.


Belledonna:
Woops, sorry, I just realized I forgot to answer one of your previous questions. Modifiers for powers with levels are deducted from the total, not the cost per level.

Ahh, switchable is one I haven't looked over too thoroughly (or at least not recently), but going off what I remember I'd most likely allow at least some of that. I reserve the right to change my mind after I actually read the ability/modifier again however.

Uhh, changing the stat is not covered under rules as written, so I'd have to figure something out myself. I'm not in the best state to do that at the moment however, so if I haven't gotten around to answering in the next few days, then pester me again :)


@GM-Peanuts: No worries, I found the answer in the book when I was looking over the things about switchable, the Modifiers sidebar is on the page opposite, page 26 in the SPC for everyone who has it.
Regarding the attribute change Modifier, actually I first considered it after reading the Smarts Modifier for the Stun Power (pgs 52 & 53 in the SPC). Granted, it changes the attribute the defender has to use, rather than the attacker. Mainly I want her to eventually be scary psychically powerful without having to become 'Isabelle d' Honaire, Super-Genius'...
The inhumanly powerful Spirit makes sense to me; inhumanly Smart, not so much...


A completely redrawn Masque, using roughly the same backstory with a few small tweaks to bring it in line with the new build.

crunch, crunch, crunch:

Agility: d12 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8
Shooting: d12 Fighting: d8 Investigation: d6 Streetwise: d4 Notice: d6 Stealth: d8 Climbing: d6 Knowledge: Occult d4 Knowledge: Conspiracy Theory d6
Toughness: 6 Parry: 5 Move: 6 Charisma: 0

Edges: Super Karma*(extra major hindrance) AB: Superpower (free) Power Points (human)

Hindrances: Vengeful (major)* Enemy (major)(the conspiracy if it exists, vengeful family of those she killed if it doesn't) Heartless (minor) Loyal (minor)

Powers:
Intangible (physically stepped into the spirit world) 5pts
Invisible (visually stepped into the spirit world) 5pts
Duplicate (projection of a spirit self into material world) 5pts
Super Attribute (Agility +3) 3pts
Super Skill (shooting +4) 2pt

Beliefs:
The Black Council killed my mentor, they're going down.
The spirits will remove my powers if I do evil. They haven't, so I am doing good. (ain't it wonderful how she can justify all these murders?)

Instincts:
As a person who can walk through walls, she in very aware of what might be on the other side of them. (Notice? or Smarts? roll to recognize if she's been on the other side of any given wall?)
Healthy paranoia. If there is any question about whether she's on her toes with a person, the correct question is "Why wouldn't she think he's trying to kill her?"

story:

Anne-Marie had a forgettable face, but she could shoot. As a girl, she went hunting with her father, and quickly gained a reputation as one of the best shots in Louisiana. She was ten when her father died in an accident, and she given to her grandfather, Marcel's custody. He was an eccentric scholar who had spent a lifetime studying the use of masks in primitive religious ceremonies, and had stumbled upon a secret.

Her grandfather discovered that a mask, properly endowed with spiritual power, not only concealed the wearer's face but also allowed him to become a spirit, liberating him from the constraints of reality. He and Anne-Marie spent many years travelling to remote corners of the world to talk to shamans of obscure tribes, and they learned much of these ancient magics. Marcel had created a spirit mask, and Anne-Marie was well on the way to making one of her own when disaster struck.

There are those who know of the powers Marcel was dabbling with, and who thought he had gone too far. The Black Council was one such group, and they reached out through their agents to stop him. Perhaps he never realized the danger he was in, or perhaps he thought the warnings were a bluff. They were not. Anne-Marie was a freshman in college when her grandfather was killed. It appeared to be nothing more complicated than a meth addict, trying to rob him and accidentally killing him. Anne-Marie knew that he had been sent by the Black Council, through their agents.

She finished her spirit-mask, not from a heavy wooden carving, but from a velvet carnival masque. Using the power of the masque to become a spirit, she hunted down the people responsible for her teacher's death. First the killer died, and then the people behind him. And the people behind them. With every death, though, a new layer of the conspiracy was revealed to her, and a new target. At times, she wonders if she was mistaken, if there was no grand conspiracy and her mentor's death was what it appeared to be to the police, a robbery gone wrong, but she has gone too far to turn back, now. Much too far.


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Belledonna wrote:

@Masque: Regarding your 'possession' attack.

Masque wrote:
The Mind Control was actually envisioned as a sort of possession, where she (intangible) enters another person and walks them around.
The power point difference between a Ranged attack power & a Melee attack power is essentially 1 point. Given that you were also making it necessary to be intangible while doing so, dropping the point cost down to 1 might not be unreasonable. It would also negate the need for Telepathy, depending on if you took that to be able to control them without talking or if you also were going to be using it independently of Mind Control.

I like the thinking here. Almost makes me think about reworking the original character concept I had, except two mind-control types in one group of villains HAS to break some law of villainous grouping.

I know, I know, in the future, mind-control villains don't have to suffer under these kinds of restrictive limitations.

Oh God ... won't someone please make her stop talking about it....

;)


Masque wrote:

I know, I know, in the future, mind-control villains don't have to suffer under these kinds of restrictive limitations.

Oh God ... won't someone please make her stop talking about it....

;)

Hee hee. You got it exactly.

I figure the rest of the villains live in fear/anticipation of the day she picks up the Broadcast Modifier for her Telepathy. At least right now, she can only harangue one of them telepathically at a time...
Well, okay, Professor Mayhem is probably safe, she likely doesn't want to go into his head except when she absolutely has to...


Belledonna wrote:
Masque wrote:

I know, I know, in the future, mind-control villains don't have to suffer under these kinds of restrictive limitations.

Oh God ... won't someone please make her stop talking about it....

;)

Hee hee. You got it exactly

These aren't the droids we're looking for.

Wait ... what? I'm not even looking for droids...


Belledonna wrote:


I figure the rest of the villains live in fear/anticipation of the day she picks up the Broadcast Modifier for her Telepathy. At least right now, she can only harangue one of them telepathically at a time...

This is going to be like one of those CoC games where everyone goes insane in the first hour of the game and we all have to spend another hour making new characters.


Masque wrote:
Belledonna wrote:


I figure the rest of the villains live in fear/anticipation of the day she picks up the Broadcast Modifier for her Telepathy. At least right now, she can only harangue one of them telepathically at a time...
This is going to be like one of those CoC games where everyone goes insane in the first hour of the game and we all have to spend another hour making new characters.

No, no, no...

It will be a functional insanity...
Think of it as a...
Sharpening of the personality.


Oh Dear...

I just re-read Telepathy...
Isabelle only needs Broadcast to contact minds she doesn't know.
You guys are doomed...


I have decided the Professor Mayhem is going to be a Sorcerer type. I looked at him as a Power Suit and just a regular crazy guy, but a crazy sorcerer, now that has class.


So, if one were to purchase a book or two... which 2 and in what order/priority?


I would recommend the Savage Worlds Deluxe: Explorer's Edition & Savage Worlds Super Powers Companion. Of the two, the SPC might be the better to start with since, as Masque/Nyrissa mentions up-post, there is a free basic version of the base rules.
On the other hand, depending on your state of disposable income, the sticker price for those two together is only $30 plus tax.
I feel old now, I remember when $30 for all the books you needed for an RPG was on the pricey side...


Background:

The villain called Professor Mayhem, his real name lost to history, once delved into the unknown and mastered the primordial forces of the universe. The first recorded whereabouts of the mighty sorcerer now known as Professor Mayhem is from ca. 2500 BC, at which time he appeared at the height of his power in the legendary Sumerian empire ruled by the mystical King Gilgamesh. He had already achieved immortality and had nearly conquered the Uruk because no matter how many times Gilgamesh defeated him the Sorcerer would return. It took the combined power of the Seven Sages to banish the Sorcerer to another dimension after Gilgamesh defeated him for the last time.

In the mid-1930s, a madman and aspiring magician named Karl Freder stumbled upon the dimension while researching the occult for Nazi Germany. He managed to open a portal to it but upon his release, the sorcerer destroyed Freder's soul and entered his body. However, though alive on Earth once more, the sorcerer found his powers drastically reduced. He became obsessed with restoring his mystical might and sought out an alliance with the Axis powers in exchange for access to their occult research. Once again he gained a frightening amount of power in a short period time and become one of the Axis most powerful assets. It seemed that victory belonged to the Axis and he began to plot to overthrow his 'Masters' to take the power for himself.

Then the American heroes joined the Allied forces and the fight began to turn against them. Once again the Sorcerer found himself in battle with the descendants of the Seven Sages. The Sorcerer out-classed several of them in mystical might, but together the group was able to bind his spirit to an object. While he could manifest his physical appearance the Sorcerer was rendered useless, but his magical knowledge was invaluable to the organization. The Sorcerer worked tirelessly to turn the sages against each other until he found a kindred spirit in one of them. She was not unlike him when he took the first steps on his path to power, and she came under his tutelage.

He manipulated her into a war against the other Sages until none of them or their descendants remained, except for his only apprentice. She had become the key to his imprisonment, and she had been truly corrupted. She had become the Master in the moment that she killed the last Sage. He could do nothing but silently rage for the next half of a century for he had not taught her his final secret: immortality. The power he had taught her devastated her body over the years and early in the 21st century the last Sage passed on.

In a explosion of magical energy the Sorcerer was released upon the world once again. Once again he found himself weakened beyond comprehension, and he suspected the Sages were to blame. He once again went about restoring his mystical might, and observing the world. He became Professor Mayhem during his rise to power once again, but it was cut short by the arrival of the V'Sori. He finds himself a captive once again!

I will finish the crunch tomorrow.


Dotting for EXTREME interest.

Concept

"The Villian" Techno terrorist. Hacker, saboteur, multiple murderer by remote. Think anonymous but Power ideas. Interface w/ codebreaker. Broadcast with manipulation and range. Invent. Malfunction. Connection to crime families and smugglers. Motivation: Sees the invasion as a challenge. No one is allowed to have better toys than him and he is quite angry about the disruption to his supply/smuggling networks.

More to comwe


Crunch:
Attributes:
Agility: d8
Smarts: d4
Spirit: d6
Strength: d10 +2 Size +4 Super Strength = d12+5 (Load Limit 2500, Max Weight 5 tons)
Vigor: d6 +2 Super Vigor = d10

(base spend of 1 Agi, 2 Strength, 1 Spirit, 1 Vigor) (then bonus from hindrances to Strength and Agi)

Derived Stats:
Charisma: +0 -2 Monster -4 Bloodthirsty = -6
Pace: 6”
Parry: 2 +7 (1/2 Fighting) = 9
Toughness: 2 +5 (1/2 Vigor) +2 Growth +2 Toughness = 11

Skills: 15 points and 2 bonus points for Knowledge skills
Fighting (Agility): d10 +4 Super Skill = d12+3
Gambling (Smarts): d4
Intimidation (Spirit): d6
Knowledge (X and Y): d4 and d4
Notice (Smarts): d4
Survival (Smarts): d6
Throwing (Agility): d8

Hindrances:
Arrogant: Winning isn’t enough, I must humiliate and dominate. Always ignore the underlings if there is a bigger target to go for.
Bloodthirsty: Never takes prisoners unless forcibly ordered by a superior. Suffers -4 to Charisma where his cruel habits are known.
Clueless: Isn’t aware of the world around him, -2 to Common Knowledge rolls.
Big Mouth: Cannot keep a secret – has an unfortunate tendency to reveal plans and say things that should not be said.
Illiterate: Cannot read or write in any language.

Edges:
Arcane Background (Super Powers)
Extra Power Points: 5 extra power points.

Superpowers: (20 points to spend)
Attack, Melee (2 x ranks): hand to hand damage increased by 2d6 and counts as a Heavy Weapon. (4 points)
Growth (2 ranks + Monster): +2 to Size, which results in +2 to both Toughness and Strength. -2 to Charisma as power is always on. (3 points)
Leaping (2 ranks): Vertical Distance 4”, Horizontal Distance 8”. Automatically ignore falling damage up to vertical distance. When combined with a melee attack, add rank to damage caused at the end of the jump, but for each +1 is also subtracted from the attack roll. (2 points)
Super Strength (4 ranks): +4 steps to Strength (4 points)
Super Vigor (2 ranks): +2 steps to Vigor (2 points)
Toughness (1 rank): increase Toughness by +2 (3 points)
Super Skill (Fighting) 2 ranks: +4 steps to Fighting skill (2 points)

Gear: $1000

Now working on beliefs, instincts and fluff.


Black Thom wrote:
So, if one were to purchase a book or two... which 2 and in what order/priority?

The Super Powers Companion is a good little book, well worth the cost ($20.00) but I don't know if it gives quite enough for you to roll with just the test drive rules.

The deluxe explorer's edition I think is still $10.00? and is currently the best value in gaming available.

Making characters for NE with just the deluxe would be hard, though, just because the powers work pretty differently.

How are we going to do initiative?


I know what I'm about to say is weird, but here it goes...

Concept: Ex-Hero (is there really such a thing?) has amnesia, the real thing... no idea who he is or sense of history or current events. Has existed years this way, no chance of getting memories back... unless GM wants a hook.

He wears a helmet, and the accident that left him with amnesia may have required facial reconstruction. Even more ruggedly handsome? But, not recognizable as his original identity. he doesn't know who he is, others don't know who he is.

Retains skills, book knowledge (electronics, computers, physics, mathematics, vehicular, martial, etc...).

GI Joe trope, power-suit but not overly powerful, vehicles (motorcycle, car, boat, plane, jet - he doesn't have them but he can drive/pilot), computers, combat able, tactical and strategic.

Thing is... The person who saved his life and discovered he had amnesia was a villain. That villain could be you! He is of course indebted, thankful and reciprocates. He's your valet, bodyguard, errand boy... he's loyal and he's gotten the job done, every time.

Help me create this character (I'm a lil short on system knowledge)... and I'll be your man.

As long as the GM gives their blessing, of course. Anyone need someone to watch their back?


I get that he has amnesia, but you don't.
Since 99% of all cases of amnesia are a cop-out.
I'll help with the build if you tell me his story.


More data on my prospective entrant.

Name: John Doe. No records exist. Alpha force was able to get a couple of pictures but the names attached were always fakes.

Villain name: Scavenger. AKA Junk-man, AKA The Villain

What is the origin of your character’s powers?
Training, brains, and anger mainly. There might be something else behind the skills but John does not acknowledge it.

Rough history: Child of a wealthy Midwestern agribusiness family. Family business was gutted in a hostile takeover. Family could not accept the change, tragedies occurred. John focused more and more of his life on-line. Moving quickly from white hat to black hat to anarchist activism. John created the "Villain" persona to provide a focus identity for his work. The "Junk-Man" persona came later when he needed to take a more active hand. The power armor he used was primitive but it served. For example it allowed him to hold off XXXXXX of alpha force long enough to destroy several LNG pipeline junctures causing the re-insurance company backing the pipeline company to go bankrupt preventing them from backing a coal friendly senator for re-election thee states away.
After the invasion, which John sees as another hostile takeover, The Scavenger persona developed. The Scavenger seeks to use what remains on earth and what can be gleaned or stolen from the V'sori to trouble the powerful and live well on what remains.

What turned you to villainy? People with power take what they want. John does not agree that they should do so with impunity.

What were you doing during the invasion? Siphoning off the Ugandan national treasury. At least until the network started to collapse.

What were you doing when you were caught? and how, or why were you caught? Socorp sting operation targeting trade in illegal weaponry caught John up in a sweep. he still does not know how they knew or who betrayed him .

More, and the crunch to follow.


Practicing maniacal laughter.

Background:
Bad Penny is the rarest of birds; a retired henchman. Although does it really count as retired if all your previous bosses are incarcerated or dead? Ah, memories. Ian Ettore was a relatively unspectacular young hood in a bad part of town when he was first recruited into super villany. The Mauve Marauder was his first boss. Ian was quite well treated for a lowly wheelman until the Marauder's infamous career ending train robbery. One word, seatbelt. After a short attempt to hold down a normal job Ian went back to the trade he knew best. He was bounced from supevillian to super villian, always seemingly a step ahead of disaster. From cleaning the death pens in The Mandrill's secret lair, to calibrating Mr Nefarious' earthquake ray, to harem duty for the Acquisitrix, Ian had seen it all and done it all. Poorly.

But years of classic henchman ineptitude slowly wore on, honing the future Bad Penny into a surprisingly competent operator. Which of course made him increasingly insufferable to employ. Constantly second guessing and correcting supervillians isn't the recipe for a healthy retirement. Fortunately Ian proved more and more difficult to bump off. Working in villian lairs exposed him to a deadly gamut of unshielded reactors, explosions, toxins, and "team building exercises." Any disciplining done by his masters hardly compared.

No longer content as a mere hench, Ian has set out to cause havoc as a true super villain. It's hard to tell whether his surprising resilience is a result of mutation or merely scar tissue at this point. Frankly his smoking habit is bigger danger to his health than most brawls. But his skills can't be questioned. He's a crack shot and has dusted off his vintage blaster cannon (Zoltan the Malefic isn't using it anymore, bless his soul) to deal with these darn aliens. And to show a namby-pamby generation of villians how it's done.

Crunch:
Agility: d8
Smarts: d6
Spirit: d8 (d4 +2 Super Ability)
Strength: d4
Vigor: d12 (d6 +3 Super Ability)

Charisma: -1 Pace: 5 Parry: 6 Toughness: 8(9 armored)

Shooting: d12
Fighting: d8
Driving: d8
Gambling: d6
Notice: d8
Knowledge(History): d8

Hindrances: Elderly, Arrogant, Stubborn, Habit(smokes foul cigars)
Edges: Power Points, Super Karma, Luck

Powers: Jinx(2)+Improved Jinx(x2)= (4)
Ranged Attack(3)+Extra Damage1(3)+Rapid Fire1(3)+Armor Pierce2(2) -In Device(-1 per 5 so -3)= (8)
Super Ability Vigor 3(3)
Super Ability Spirit 2(2)
Gifted(1)
Fearless(2)

Equips:
Zapco Brand Deathray (bought with powers)
Duraweave Janitorial Uniform ($500)
Flashlight ($20)
Autograpnel ($100)
x2 Grenades ($200)

Beliefs:
Someone needs to show these upstarts how villany is done.
Just one more job. I know that's what I said last time but this time for sure.

Instincts:
Anything could explode. Where's cover?
Things can always get worse. Watch out for new threats.


Belledonna: The stun power that modifier basically changes it from a physical assault to a mental one, so it's a bit different to what you're asking... Hmm, I'd say +1 if you just wanted to use spirit, +2 if you wanted to attack their spirit, +3 for both (and either will affect the trapping/flavour of the power. It's not so much psychic powers as actually manipulating their soul (or using your soul/person to affect them)).
EDIT: I've just realized I've been forgetting about the free edge from being human, if you wanted to be truly ridiulous, you could take Charismatic for another +2 Charisma ;) You also seem to have spent one too many skill points (going from a d10 Persuasion to a d12 costs two points, as it is going above the associated attribute).

Masque: Ahh, the good old mysterious grandfather :) As far as the crunch, it looks like you have an extra skill point still to spend. Hmmm, Duplicate, interesting :) Other than the skill point, the rebuild looks fine.

Black Thorn: The Savage World's Deluxe Rulebook and the Super Power Companion have pretty much everything you need apart from the flavour and history of the campaign (as I said in the first post, I tried to give a quick and dirty recollection of the major high points, but there's still more detail, and likely some things I've missed).

The Savage Worlds Deluxe: Explorer's Edition book is $10, and if all you care about is PDFs, you can get the Super Power Companion from the pinnacle (Savage World's creators) website (or DrivethruRPG) for $15. There's also a player's version of the Necessary Evil rulebook there for $10.

Pinnacle PDFs Savage Worlds Deluxe: Explorer's Edition, Super Powers Companion, Necessary Evil
DriveThruRPG PDFs Savage Worlds Deluxe: Explorer's Edition, Super Powers Companion, Necessary Evil
Print Books Savage Worlds Deluxe: Explorer's Edition, Super Powers Companion, Necessary Evil

Arcmagik: A suitably epic storyline for the character :) Super Sorcery is a bit slow to get off the ground, but it is very powerful once you start getting 5+ levels of it :) Of course, you can also be sucked into another dimension where you're torn to shreds by terrible monsters, but that's what you get when you dabble in such matters :)

Poor Wandering One: The villain names are a bit unimaginative, but other than that he sounds okay :p A hacker/technical type character will probably do well :)

Mus'ad: Ah man, looking at your stats I just realized I've been forgetting about the free edge from human for the others. Whoops :p Uhh, so yeah, everything else looks fine (though you seem to have an extra hindrance, but there's nothing wrong with taking extra hindrances, as long as you don't take any points for them :p)

Black Thorn again: Hmmm, I could work with this. If you'd rather be indebted to an NPC, then you could have him take the Servitor hindrance (which basically makes him someone's b$$!%. You work for the NPC, and if you cross him, he expresses his displeasure *evil grin*). If you don't provide some info for him pre-amnesia (other than an ex-hero), then you leave said background entirely in my hands. So just think about that ;)

Bad Penny: Heh, I like it. Even with Elderly however, you seem to have spent 5 skill points too many. Shooting by itself it 7 points (two steps over Agility), and notice is 8 (four steps over smarts), fighting and driving are 3, but gambling again is 4 as it's one step over his smarts. His knowledge is also 4 points, when he only has 3 free points to spend on it.

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