Showing posts with label RPGs - Mighty Protectors. Show all posts
Showing posts with label RPGs - Mighty Protectors. Show all posts

Friday, October 26, 2018

Fiction Friday - Melody Mac - Epic Brawler

Background & Origin: She was working as a lock keeper, before she gained superpowers.

She was born at a University hospital. She was raised by close family members: grandparents, an aunt/uncle, or similar. They were royalty by blood. They are alive and well.

She has the following siblings:
  • A younger brother that still lives with her childhood caretakers;
  • An older sister that she dislikes because of some past transgression;
  • An older sister that still lives with her childhood caretakers;
  • A younger half-sister that hates her for some past transgression.

She has experienced the following important events:
  • Blind luck provided her with a financial windfall, found cash, an inheritance, or something similar;
  • Word of her deeds spreads, and she gained fame or notoriety;
  • She became involved in a serious relationship that lasted at least a year;
  • She made a friend, someone younger than her that she feels protective about. They are an important figure both locally and beyond the immediate area;
  • She made an enemy, an angelic being or other extra-planar entity. Constant verbal warfare is the norm. They have military connections. Racial, religious or political bias caused the rift.

Combat Tactics: She focuses on enemy brawlers, martial artists and fools with guns, since she is basically immune to their attacks, and gains strength and power when they do hit her.

Personality Traits: considerate, lonely, rude. She thinks of herself like a mountain: enduring, implacable, and destructive force of nature when she cuts loose.

Quotes:  "Today seems like a good day to conquer the world. You in?"

Appearance: 6’1”, 200 lbs.

She favors clothing that contrasts with the local styles, changing at need. She wears her hair long and flowing.  Every tattoo reflects an important decision in her life.

Powers: She automatically absorbs kinetic energy, such as punches and anti-tank rockets. The energy enhances her strength and stamina, to the point she can lift/press well over 100 tons under optimal conditions (the exact value has been impossible to measure). Normally, she can lift/press approximately 12 tons under optimal conditions. She is resistant to other forms of harm, and immune to sonic and sound attacks.

Notes: Model LouLou D'Vil. Character by I.A. Riley, September, 2018.

This is a classic variation - soak punches to make bigger punches. A big part of the concept is “immovable like a mountain.” I just liked the idea. She is still vulnerable to energy attacks, and does not have a ranged attack, both of which kind of suck, but within her scope as a hardass melee tank, she is pretty cool.

On average, even without Density Increase or Rolling with the Blow, a Kinetic attack would have to cause more than 16 points damage to cause any knockback. If she rolls with the blow, or has her Density Increase active, pretty much only Superman or the Hulk could cause knockback just by punching her.



Melody Mitrodora "The Mountain" MacClellan - Mighty Protectors

Strength 32 (Carrying Capacity 12,288 lbs., Basic HTH 2d8)
Endurance 32 (Save 14, Heal 5.1)
Agility 16 (Save 11)
Intelligence 12 (Save 11)
Cool 18 (Save 12, Initiative d8+1)

Hit Points 39
Power 92
Physical Defense 2
Mental Defense 2
Move 27, leaping 128
Inventing Points 6
Wealth d4
Luck 10-
Weight 190 lbs. (570 lbs.)
Total Cost BCs (110) + Powers (110) + Gear (0) - Weaknesses (20) = Total (200)

Abilities
Absorption: Kinetic (linked to Invulnerability) (0), Effect 25 points (10), Modifiers: Split Points (the first 13 absorbed points go to ST, until it maxes out at 50, then the rest replenish Energy/Power) (+0), Replenishment (+0) (10 CP)

Adaptation: Disease, Poison, Sonic, Toxin (15 CP)

Armor: Kinetic 2, Energy 2, Biochemical 2, Entropy 2 (12.5 CP)

Density Increase: Weight ×3, ST +5, Protection Kinetic 2, Energy 2, Biochemical 2, Entropy 2, SR3/Quartz, PR=0 (7.5), Modifiers: Reduced PR (+5) (12.5 CP)
  • ST 37 (density, no absorption), Carrying Capacity 39,936 lbs. (about 40 tons, Pushed), Basic HTH 2d10, Hit Points 22, Power 67, Move 20, Leaping 140
  • ST 45 (maxed Absorption, no density), Carrying Capacity 245,760 lbs. (about 250 tons, Pushed), Basic HTH 3d8, Move 21, Leaping 2587 (12,935 feet, or about 2.4 miles)
  • ST 50 (maxed Absorption, plus density), Carrying Capacity 786,432 lbs. (about 800 tons, Pushed), Basic HTH 2d8+d10, Hit Points 22, Power 67, Move 23, Leaping 2759 (13,795 feet, or about 2.6 miles)
Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)

Heightened Endurance: EN +12, AG +6 (included above)

Heightened Strength: ST +6, EN +4 (included above)

Invulnerability: Kinetic (20 CP)

Knowledge: TBD (2.5 CP)

Natural Weaponry: Attack +4, Damage +4 Blunt Kinetic (20 CP)

Physical Ability: Inertia +2, Super Leap ×2 (7.5 CP)

Super Speed: Add one turn per round, PR=4 per round (10), Modifiers: Increased PR (-5) (5 CP)


Gear
None

Weakness
Public Identity (-10 CP)
TBD (-10 CP)

Combat Summary:
Initiative: d8+1 (avg 5)
Unarmed: Attack 18-, Damage d10+3 (avg 8) or 2d6+3 (avg 10) or 2d12+1 (avg 14)
Combined Protection: Kinetic 4 (¼ damage, +8 save) (Sonic ⅛ damage, +13 save), Energy 4, Biochemical 4, Entropy 4
Knockback Resistance: d4+2 or d6+3

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Document Copyright (C) 2018 by I.A.Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Random name generator - http://www.behindthename.com/random/  .

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random job generator - http://writingexercises.co.uk/random-job-generator.php .

Random personality trait generator - http://writingexercises.co.uk/random-character-traits-generator.php .

Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .
(see also http://www.healthchecksystems.com/heightweightchart.htm )


Friday, May 4, 2018

Fiction Friday - Electric Sonika

Background and Origin:  Her place of birth was a rural village or hamlet, a tiny collection of huts and farms. She was kidnapped at an early age and raised a virtual slave, brainwashed to obedience to the cult leader, with the intention of taking over the world.

The cult leader had a way to detect latent mutsnt children.  He kidnapped her and hoped to use her as breeding stock, since her powers were very weak. The hormonal changes of pregnancy cranked her powers way up, but also altered her brain chemisty. She lost the baby, and the combined trauma shattered the conditioning and she successfully escaped the cult.

She has a  younger brother that she has lost touch with.

She has experienced the following important events:
  • She made a friend, a teacher, religious advisor or mentor. They are not particularly important in the grand scheme of things, but had devastating impact on her life;
  • She performed a vital task for a religious figure and they are in your debt. The third in command of the cult that raised her;
  • Dhe became indebted to a group and must repay them in some way, financial or otherwise;
  • She suffered a major financial loss, losing almost everything;
  • Oops, pregnancy! She left your partner behind.  The 

Combat Tactics: She has an aggressive offense, reveling in the adrenaline rush of her own powers. She usually doesn't run for cover until she's been hit once or twice, then survival instincts might override adrenaline.

She loves to screw with her enemies’ heads, so grabs control of any electrical Gear as soon as she identifies it. The fact her control power isn't obvious adds to the confusion.

Personality Traits: She is impulsive and temperamental, so rarely stays employed long, despite her power. She spends money as fast as she gets it.

Appearance: 5’7”, 135 lbs, completely hairless.

Powers: She can generate and manipulate electricity.

Notes: Model Nadya Sonika. Character by I. A. Riley, January, 2018

This should be pretty obvious. The artwork inspired the character, then I maxed out Lightning Control, using the leftover CP to even more max out Lightning Control.





Electric Sonika - Mighty Protectors

Strength 14 (Carrying Capacity 192 lbs., Basic HTH d6)
Endurance 18 (Save 11, Heal 2.8)
Agility 12 (Save 11)
Intelligence 10 (Save 10)
Cool 16 (Save 11, Initiative d6+1)

Hit Points 15
Power 74
Physical Defense 1
Mental Defense 0
Move 15
Inventing Points 5
Wealth d4
Luck 10-
Weight x lbs.
Total Cost 70 + 100 - 20 = Total

Powers
Heightened Attack: Damage +1 all attacks (2.5 CP)
Heightened Expertise: Attack +2 all attacks (7.5 CP)
Lightning Control:
* Electrical Bolt: Damage 3d8, Range 36”, PR=4 (22.5), Modifiers: Armor Piercing 5 (+7.5) (30 CP);
* Electrical Field: Damage d6+d8, PR=1 per use (30 CP);
* Gear Control: Target Save @ -9, Range 36”, PR=4 (20), Modifiers: Silent Gear Control (+5), Unobvious (+5) (30 CP)

Gear
Booster Pack - Energy: Power +20 (10), Modifiers: Gear (-5) (5 iCP)

Weaknesses
Compulsion: The rush of adrenaline causes her to feel a powerful and irrational need to blow something up any time she expends more than 20 Power in less than a minute (Uncommon, Cool Save to resist) (-10 CP)
Nemesis: She is hunted by law enforcement, members of her old cult, amd various enemies of that same cult, who don't care that she has left (-10 CP)

Combat Summary
Initiative: d6+1
Unarmed: Attack 16-, Damage d6+2 (avg 5.5)
Electrical Bolt: Attack 16-, Damage 3d8+1 (avg 14.5)
Gear Control: Attack 15-, Effect Save @ -10







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Document Copyright (C) 2018 by I. A. Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), Realms of Magic (Kim Eastland, TSR, 1986), The Ultimate Powers Book (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .

Random job generator - http://writingexercises.co.uk/random-job-generator.php .

Random personality trait generator - http://writingexercises.co.uk/random-character-traits-generator.php .

Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .
(see also http://www.healthchecksystems.com/heightweightchart.htm )


Friday, April 27, 2018

Fiction Friday - genderqueer dinosaurs

The Mighty Protectors RPG has tables that allow for random genderness determination. 

They also have some cool alien races, and you can play mutated dinosaurs, because it's a Superhero RPG, so you can be, you know, whatever.

I was a pansexual transgender genderqueer teenage pteranodon.  

“Mom, Dad? I'm going to live with the humans. At least then whatever bathroom I use, they'll just scream ‘Help! It's a dinosaur!’.”

(page 9)


On a serious note, it is actually pretty cool to see some game authors taking a level-headed approach to this, and just being like "Well, it's reality, so let's put it in there, and acknowledge that non-cisgender people exist, and the players will sort it out, or skip it, or whatever."

It does make me really, really, appreciate how boring my genetics are.

Having said all that, I just can't ever see an episode of "Dinosaur Train" again.

Friday, March 30, 2018

Fiction Friday - Maggie-Ann Blackgoo Bristleweed

Background and Origin: “Mab,” as she prefers to be called, arrived in Earth from Geos a few years ago. She came by conventional FTL spacecraft, rather than the more obvious portal-gate from a medieval fantasy world, but that's probably one of the less enigmatic things about her.

Her place of birth was Wraicrolis, a small city, a fairly civilized place. By sheer chance, the city happens to be located on a large plain, near several mineral mines, and just a bit upstream from a natural ocean gulf. A century ago, give or take, a great battle between the gods leveled the area, turning the ground into a kind of natural concrete - infertile for crops, but just right for growing a spaceport for the galactic community that wanted to welcome Geos into the fold.

Mab and her sister were raised by neighbors, after her parents were called to service by their guild, and never returned.

She has the following siblings:
  • An older sister that still lives with her childhood caretakers. After an industrial accident, Se’len is a bit of an idiot savant. There is no one better in all of Wraicrolis at starship engine repair, and her employer commands high prices for her time. When she’s modding an engine, Se’len comes alive, and can even speak in full sentences, vocalizing a deep education and grasp of the most minute trivia of the smallest part of an engine, even what planet and the corporate politics that lead to production of one design over another. Without an engine around, though, she is like a dull-witted child, barely aware of her environment, who likes to scribble in her picture books.
Mab has experienced the following important events:
  • She found that she had an adopted older sister that she never knew she had;
  • Her long-term relationship ended when her partner broke up with her without reason;
  • Long and grueling travel gave her greater stamina, and a Dragon Pact, granting her magical power. The Dragon knows where Mab is, but she hopes 17.3 light years is too far away for the Dragon to call in the debt;
  • A crash disaster swept at the spaceport forced her to find a home elsewhere;
  • She made an enemy, a supernatural creature of some kind. She completely ignores the other. They have ties to the criminal world or the black market. The rivalry grew into something stronger;
  • She made an enemy, someone that worked for her. Thunderdome! They are a somewhat important local figure. Racial, religious or political bias caused the rift;
  • She obtained a pet, a supernatural creature of some kind, but had to leave it behind;
  • She made a friend, someone she worked with regularly. They have military connections.
  • A personal grudge held by a local military figure forced her to flee to a new region.
Combat Tactics: She activates her eldritch shield, then hurls lightning. Her lightning stroke allows her to aim at the space her target is standing in, thus increasing her effective accuracy. Targets that get too close get the enervation pulse. It isn't necessarily powerful, but it can affect many targets, and even one or two pulses can really disrupt the damage curve of bricks and martial artists.

She enjoys channeling the power of the Dragon for flashy bursts, and thinks of combat largely as “powerful offense wins.” She views Dragon Stamina and Elemental Resistance as utility magic, but their persistent nature disturbs her, as she feels the constant energy presence, and feels like the Dragon is watching her. She rarely has these two latter abilities prepared, unless specifically expecting to need them.

Personality Traits: Helpful, courageous, aggressive. Mab likes to make a difference, and has no qualms being assertive about it.

Quote: “To deny the evil in one's heart is to constrain it, and let fester like kimchee, until it explodes. Better, by far, to acknowledge it, own it, tame it and control how and when it trespasses on the world.”

Appearance: 5’3”, 112 lbs., waist length black hair, brown eyes. She favors rags and doesn't care about clothing at all. She has wild, unkempt hair. She has distinctive scars and tattoos. She has one of her old toys that she keeps with her at all times as a keepsake.

Powers: She has an academic study of magic, but lacks the necessary “spark” to channel it herself. It's not obvious, and she doesn't advertise it, but she has a magic tattoo that lets her channel magical power. The tattoo represents a pact she negotiated with an ancient dragon, allowing her to tap the dragon's power, which her skill allows her to shape and channel.

Geos is a mixed culture of magic and technology. She is familiar with both, and able to figure out new technological devices and magical artifacts quickly.

Notes: Model unknown. Character by I. A. Riley, March, 2018.

Her Mind Control is enough to make most targets forget what they were doing for just a minute or two. It lasts just long enough to leave most humans confused about the last few minutes, even once their memory returns, because by that point new stimulus and assumptions have filled in the gaps, and now they have contradictory assumptions and beliefs about what happened in those few minutes.

The memory fog used Inventing Points instead of Arsenal, mostly due to the sheer cost in CP. I really wanted an effect like this, since she is precisely the type who prefers her privacy and would be happy if people forgot she was ever there.

I wanted her to have a mix of offensive, defensive, movement, and utility powers. I had fun visualizing the powers I wanted, and then mucking about with the different mechanics to see what I could work out.

Inspired by a G+ post.
Need to tell Fern Kali it is ready :)
https://plus.google.com/+IcarusAnneRiley/posts/3rgoDyJoR4U



Maggie-Ann Blackgoo Bristleweed - Mighty Protectors

Strength 10 (Carrying Capacity 78 lbs., Basic HTH d4)
Endurance 18 (Save 12, Heal 2.8)
Agility 14 (Save 11)
Intelligence 24 (Save 13)
Cool 24 (Save 13, Initiative 2d6)

Hit Points 20
Power 96
Physical Defense 2 (8)
Mental Defense 4
Move 14
Inventing Points 27
Wealth d4
Luck 12-
Weight x lbs.
Total Cost 90 + 80 - 20 = 150

Abilities
Arsenal: Magical Abilities, 4×25 CP slots, 6 options (30 CP)
Durability: Hit Points +5 (5 CP)
Energy: Power +30 (15 CP)
Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)
Heightened Attack: Damage +1 all attacks (2.5 CP)
Heightened Cool: Bright, CL +12, IN +8 (included above)
Heightened Expertise: Attack +1 all attacks (2.5 CP)
Arcane Skills - Inventing: Add +15 Inventing Points (15 CP)
Luck: Luck +2 (5 CP)

Arsenal Options (Choose 4)
  1. Lightning Stroke - Electrical Bolt: Damage d8+d10, Range 36”, PR=4 (12.5), Modifiers: Area Effect (1” dia.) (+2.5), Arsenal (-2.5), Reduced PR (+12.5) (25 aCP)
  2. Summon Magic Carpet - Flight: Acceleration 16, Top Speed 64, PR=4/hour (10), Area Effect (1” dia., Moves With Self) (+7.5), Arsenal (-10), Fast Acceleration 2 (+5), PR instead of Charges (+0), Reduced PR (+12.5) (25 aCP)
  3. Eldritch Shield - Shield: Physical Defense +6, Breakpoint +6, PR=1/use (10), Modifiers: Arsenal (-12.5), Innate (+2.5), PR instead of Charges (+0), Reduced PR (+20), Parry Bonus +2 (+5) (25 aCP)
  4. Enervation Pulse - Siphon: Damage 2d6 Entropy Strength loss, PR=1 (15), Modifiers: Area Effect (5” dia., Offset) (+10), Armor Piercing (2 points) (+2.5), Arsenal (-12.5), PR instead of Charges (+0), Reduced PR (+20), Suppress (-10) (25 aCP)
  5. Dragon Stamina - Regeneration: Heal 1 hit point per round of rest (17.5), cannot regenerate magic damage (-2.5), Modifiers: Arsenal (-12.5), Increased Charges (unlimited) (+22.5) (25 aCP)
  6. Elemental Resistance - Adaptation: Electromagnetics, High Temperatures, Low Temperatures, Poison, Venom, PR=2 per hour (20), Modifiers: Arsenal (-12.5), PR instead of Charges (+0), Reduced PR (+17.5) (25 aCP)

Gear Pool/Inventions/Power Stunts
Memory Fog - Mind Control: Save @ -4, Range 24”, PR=8 (15), Modifiers: Area Effect (5” dia., Vaporous) (+7.5), Duration (2 rounds between recovery saves) (+2.5), Immunity (+2.5), Reduced Range (-2.5), ‘Silent' Mind Control (+5), Single Command (“Forget Recent Memories”) (-5) (25 iCP)


Weaknesses
TBD (-10 CP)
Diminished Senses (Imperceptive): She can be a bit hyper-focused, and fail to notice things, suffering -3 on all Perception checks (-10)


Combat Summary
Initiative: 2d6 (avg 7)
Unarmed: Attack 14-, Damage d4+1 (avg 3.5)
Lightning Stroke: Attack 15- (AE), Damage 2d10 (avg 11)
Memory Fog: Attack 17- (AE), Effect Save @ -5
Enervation Pulse: Attack 15- (AE), Damage 2d6+1 (AP2)

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Document Copyright (C) 2018 by Icarus Anne Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .

In this case, I set the options to “Hillbilly” and “Witch,” and decided I liked the weird name that resulted. It sounded very “medieval fantasy world,” to me.

Random job generator - http://writingexercises.co.uk/random-job-generator.php .

Random personality trait generator - http://writingexercises.co.uk/random-character-traits-generator.php .

Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .
(see also http://www.healthchecksystems.com/heightweightchart.htm )

Random fantasy city name generator - http://www.fantasynamegenerators.com/city-names.php


Friday, October 27, 2017

Fiction Friday - Death Ray Eyes - Ketut Ece Van Middlesworth

Background & Origin: She had a hard youth, being yanked from her home by social services, then running away to the Big City in her early teens, after getting fed up being bounced around foster homes.  Her superstrength emerged shortly before she ran away - feeling that sense of power gave her the idea she could survive. She managed to survive, falling in with organized crime as an enforcer and aid women in positions of control.

She has the following siblings:
  • A younger half-sister that she still keeps in touch with, but they're not particularly close. Her sister  doesn't know she is now a supervillain;
  • A younger sister that she has lost touch with.  Every once in a while, she makes noises about finding this sister, but hasn't put any real effort into it.

She has experienced the following important events:
  • She found that she has an older sister that you never knew she had;
  • She fell in love and thought about marriage;
  • She made a friend, a surrogate parent who offers advice, perhaps too much advice. They are an important figure both locally and beyond the immediate area;
  • Her relationship choices were sub-par, and she found yourself two-timing a steady partner. They found out and broke up;
  • An incapacitating accident left her laid up for several months;
  • She was involved in several casual relationships, each lasting a month or more, but none become serious

Combat Tactics:  Generally, she just punches people, because it is effective.  She has no problem using her “death ray vision” on especially dangerous foes, or even just to make a point about how powerful and badass she is.

Personality Traits: inspirational, courageous, adventurous,

Appearance:  She favors steampunk fashion, dark and comfortable. She wears her hair long and flowing.

Powers:  She has superhuman strength and endurance. She can generate an unrevealed energy as beams from her eyes that is lethal to all life forms and damaging even to non-organic material.

She carries a steel shield that she calls her “Steam Shield.”

Notes:  Model unknown.  Character by I.A. Riley, August, 2017.

The powers were all random, but I decided I wanted her to have a ranged attack, and then I just went a bit mods happy with the Death Touch.

388ac0c1-c53b-4669-983d-fff5b32a1eec.jpg
(model unknown)


Ketut Ece Van Middlesworth - Mighty Protectors

Strength 29 (Carrying Capacity 3840 lbs., Basic HTH d6+d8)
Endurance 19 (Save 12, Heal 2.8)
Agility 16 (Save 11)
Intelligence 18 (Save 12)
Cool 18 (Save 12, Initiative d8+1)

Hit Points 26
Power 82
Physical Defense 1
Mental Defense  2
Move 21
Inventing Points 9
Wealth d6
Luck 10-
Weight x lbs.
Total Cost 100 + 65 - 15 = 150

Powers
Death Vision: Death Touch: Damage d6 Entropy, Range 7”, PR=5, Modifiers:  Range (ST/4”), Armor Piercing 3, Reduced PR (30 CP)

Heightened Attack:  Damage +4 with Death Touch (10 CP)

Heightened Endurance: EN +9, IN +6 (included above)

Heightened Strength: ST +15 (included above)

Wealth: d6 Wealth roll (2.5 CP)


Gear
Armored Costume: Adaptation: High Temperatures, Low Temperatures, Armor: Kinetic 1, Energy 2, Biochemical 1, Entropy 2, Modifiers:  Multifunction Gear (15 CP)

Steam Shield: Shield:  Physical Defense +4, Breakpoint x (7.5 CP)


Weaknesses
TBD (-15 CP)


Combat Summary:
Initiative: d8+1 (avg 5.5)
Unarmed: Attack 14-, Damage d6+d8 OR 2d6+1 (both avg 8)
Death Vision: Attack 14-, Damage d6+4 OR d12+1 (both avg 7.5)


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Document Copyright (C) 2017 by I.A. Riley. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Random backstory generator - http://www.pbegames.com/lifepath/  .

Random name generator - http://www.behindthename.com/random/ .


Random personality trait generator - http://writingexercises.co.uk/random-character-traits-generator.php .

Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .
(see also http://www.healthchecksystems.com/heightweightchart.htm )



Friday, August 25, 2017

Fiction Friday - Cuesta Sword Saint

Yaffa Gamila Cuesta

Background & Origin: She is a mutant who has also had special combat training (her swordplay is practically Zen). She is a licensed chiropractor. She was born in Vine, a parallel Earth that developed a medieval fantasy setting. She has been on Earth about ten years and shows no signs of aging. She turned her therapy skills into a daytime profession.

She was born a beyond the edge of civilization. She was raised by her birth parents, who were serfs or servants of some noble. They are alive and well.

She has the following siblings:
  • An older brother that still lives with her childhood caretakers;
  • A younger brother that suffered grave misfortune, unjustly imprisoned for some crime;
  • A younger sister that is dead, dying under mysterious circumstances;
  • An older brother that bears her a grudge for some past transgression;
  • An older sister that she still keeps in touch with, but they're not particularly close;
  • An adopted younger sister that is dead, killed in an accident;
  • A younger brother that she still keeps in touch with, but they're not particularly close. 
She has experienced the following important events:
  • She made an enemy, a childhood foe who resurfaced. They're annoyed by her presence. They have ties to the criminal world or the black market. The hate springs from a criminal charge, justified or false;
  • She obtained a pet, a supernatural creature of some kind; 
  • An incapacitating accident left her laid up for several months; 
  • She made an enemy, someone that worked for her. There's lots of yelling when they're around each other. They have some close family ties that give them minor clout. The hate springs from a criminal charge, justified or false; 
  • Oops, pregnancy! Her partner left her behind; 
  • She obtained a pet, a bizarre creature of some kind; 
  • Working with performers developed her oratory skills and presence; 
  • She became involved in a serious relationship that lasted at least a year. 
Combat Tactics: Her first action is Evasion, then it's all about the sword.

Personality Traits: sly, inspirational, arrogant.

She had been on Earth for ten years, and long enough to get clinical training and licensing. Despite that, she - like a lot of people it turns out - still hasn't really assimilated and retains a chronic “fish out of water” problem.

This makes her hesitant and risk-averse in situations not related to performing her clinical profession (fixing people, no problem, as long as someone else is reassuring her the paperwork is done) or combat (the same precision with pressure points, joint locks and weak spots that makes her a good healer also makes her a deadly killer - or was that the other way around?).

Appearance: 5’6”, 135 lbs.

She wears her hair long and flowing. She has many tattoos and only regrets not having more skin. Each tattoo represents a personal achievement of some kind, including service to her family and (back on Vine) noble lady.

Powers: She has exceptional endurance and superhuman speed, coordination and reaction time.

She has a magic sword, and has mastery with any kind of sword, or sword-like weapon.

Notes: This was random chargen. Turns out she is kind of a combat monster. She typically has three actions per turn, a crazy high chance of hitting her foes (with the sword), and can do enough damage to take many opponents out of the fight in one hit.

I'm thinking V&V is crazy flexible, but also crazy fragile and easy to “unbalance” in a lot of ways.

We reconciled this a bit by playing up (but not overplaying to the point is irritation) the “fish out of water” hesitation thing, giving other PCs some screen time when otherwise Yaffa’s crazy high attributes might have made her a natural star. Because, you know, I may be a strong and dominant personality, but I have more fun when everyone at the table has a chance to shine :)

I'm working on Living Legends and Mighty Protectors hacks, but both systems have better controls over runaway damage powers, so I'm not really happy yet with either hack.




Yaffa Gamila Cuesta - Villains & Vigilantes

Str 15, End 24, Int 13, Agl 27, Cha 23, 135 lbs., level 7

Basic Hits 3; Hit Mod. (1.4) (3.0) (1.1) (2.8) = 7.8936; Hit Points 24; Power 79; Move 66” ground; Carrying Capacity 390 lbs.; Basic HTH 1d6; Accuracy +5; Damage Mod. +3; Detect Hidden 16%; Detect Danger 20%; Heal 2.1; Inventing Points 9.1

Heightened Agility B: +14
Heightened Attack: Damage +7 with all attacks
Heightened Charisma A: +8
Heightened Endurance B: +15
Heightened Expertise: Attack +4 “to hit” with swords, such as her Special Weapon
Heightened Senses: She has infravision, ultrasonic hearing, and enhanced (though not superhuman) senses of smell and taste, +6% Detect Rolls
Special Weapon Device: Magic Sword, Attack HTH +5 “to hit,” Damage HTH +2d6, unique and virtually indestructible, plus see below.
Special Requirement (Weakness): The magic sword has its own requirements to keep its enchantment active, or it just works like a normal sword.
Training: Attack +2 “to hit” with unarmed HTH, Attack +2 “to hit” with Special Weapon

Stormguard, Bringer of the Crown
Weapon: broadsword
Alignment: good
Wielded By: a specific bloodline
Look: seems to blur when moved
Fame: hardly known
Quirk: none
Main Effect: can blind opponents
Secondary Effect: gives the wielder semi-prophetic dreams
Restriction: can only be used by females
Restriction: gives the wielder mood swings
Current Status: undefined
Created: in secret
Created: to save a realm
Draws Power From: past triumphs

Combat Summary:
Unarmed: Attack HTH +7 “to hit,” Damage 1d6+10 or 3d8 (avg 13.5)
Sword: Attack HTH +16 “to hit,” Damage 3d6+10 or 3d12+1 (avg 20.5)

Boilerplate Stuff

Model  Ryan Ashley Malarkey. Character by I.A. Riley, July, 2017.

Document Copyright (C) 2017 by I.A. Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains & Vigilantes and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

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Friday, August 11, 2017

Fiction Friday - Kerry the Undying

Wafiya Janna Kerry the Ever-Living

Background & Origin:  She has pegged last April 27 as the day she woke up dead. Well, not so much “dead,” as just “not alive.” She’s decided on the term “ever living,” as having a nice ring to it, since she is most definitely not “undead,” and “undying” still has a bit of negative connotation (as well as seeming to invite idiots to actually try to kill her).

She was living alone at the time, and remembers waking in the night with terrible heartburn and feeling like someone had kicked her in the chest. She had just started the tour of Europe she had promised herself since childhood, and she was not going to let a little pain slow her down.

It was a wonderful month in Europe, and she remembers the food as being so satisfying she ate almost nothing the whole time.

It was after she got home, and someone pointed out she looked exactly the same - no tan, no new muscle tone from all the walking, hair the same length despite not cutting it - as she had when she left, that she saw a doctor. 

The doctor sent her to some government research scientists.

The scientists called in some wizards. 

The wizards called in some priests.

Eventually, everyone settled on the idea that her metabolism had simply stopped; that - despite the obvious incongruity - her body still ran some critical processes like self-repair and sensory stimulus response, but was otherwise just permanently unchanging.

She had gotten on so well with the government guys that she took a job with the facility, and now sometimes moonlights as a superhero.

Combat Tactics: She is a brawler with some training and lots of practical experience. She doesn't have any special defenses against most damage forms, so she tries to out-think foes rather than go toe-to-toe.

Personality Traits: She has a public identity (it was a rather unusual Origin, even for a capes universe) and runs a video blog where she comments on current events and superhuman activity. 

(Top two items on her FAQ: “I'm not a zombie,” and “I'm not married, and not interested.”)

Appearance: 5'7", appears 130 lbs, actually 235 lbs. (High density flesh, for unrevealed reasons.)  Natural blond hair, brown eyes.

She looks exactly the same as she did when she stopped having a metabolism. She doesn't age, she doesn't tan, she doesn't scar. Changes to her hair always return to same point (she is really glad she got her hair styled, and the wax job that day, in prep for her vacation). She makes frequent use of makeup and bodypaint, because even bad ideas wash off.

Powers: If her body is altered without actually dying, e.g. haircuts, sword cuts, crushed by a boulder, etc., then everything regenerates until eventually restored to how she looked at the time of the change. 

Notes: Model Lindsay Elyse. Character by I.A. Riley, August, 2017.

This all started with a weird dream I had one morning. Mighty Protectors final release had just dropped, so I decided to see if I could model the dream.

She is a utility character with flavor. She can survive in outer space and many other hostile environments. She has damage resistance to the weirder combat attacks like Ice Powers, Devitalization Ray, and Death Touch, but remains vulnerable to the most common, such as punches, lasers and lightning bolts. I toyed with permanent Density Increase, but finally decided it really wasn't worth the hassle.

I like that her points are at an “in-between” power level, just because it's more interesting.

This also creates an odd rule violation, because under strict MP rules, there is a point cap on power levels, and to have this much Adaptation (I actually wanted a bit more), she would need to be a 225-point character. Frankly, I opted to ignore that rule, and no one seemed to care.

If I were to boost her to the 210-CP level, I'd give her Armor 3/2/1/0 (because that fills the holes her Adaptation and Invulnerability don't cover), ST +6 (improving her role as brick), CL +6 (mostly to improve initiative, but it also just makes her more likeable for public relations and such) and -2 CP from Knowledge (just because that's an easy place to pull two points from).

#FictionFriday



Wafiya Janna Kerry - Mighty Protectors

Strength 21 (Carrying Capacity 960 lbs., Basic HTH d10+1)
Endurance 24 (Save 13, Heal 3.9)
Agility 15 (Save 11)
Intelligence 18 (Save 12)
Cool 12 (Save 11, Initiative d6)

Hit Points 26
Power 78
Physical Defense 3
Mental Defense 4
Move 20
Inventing Points 9
Wealth d6
Luck 13-
Weight 235 lbs.
Total Cost Basic Characteristics (90) + Abilities (130) - Weaknesses (20) = 200

Abilities
Adaptation: Asphyxiation (Doesn’t Breath), Blood Loss (Doesn’t Bleed), Disease, Low Pressure, Low Temperatures, Poison, Radiation, Sleep, Starvation, Time, Venom (45 CP)
Experience Levels: Attack +2, Defense +2, Skills +2 (20 CP)
Heightened Endurance: Fit, +6 EN, +4 IN (included above)
Heightened Strength: Strong, +10 ST (included above)
Invulnerability: Bullets damage form, Disintegration damage form, Entropy damage type (30 CP)
Knowledge: Languages (5 CP)
Luck: Luck +3 (7.5 CP)
Regeneration: 1 Hit Point per 3 hours, Modifiers: Constant, Unlimited (15 CP)
Wealth: d6 Wealth roll (2.5 CP)

Gear Pool/Inventions/Power Stunts
Punch Gauntlets - Natural Weaponry:  Attack +2, Damage +2 Blunt Kinetic, Modifiers:  Gear (-5) (5 iCP)
Weaknesses
TBD (-10 CP)
Public Identity (-10 CP)

Combat Summary
Initiative: d6
Unarmed: Attack 16-, Damage d10+1 or d12 (avg 6.5)
Punch Gauntlets:  Attack 18-, Damage d10+3 or 3d4+1 (avg 8.5)


Boilerplate Stuff

Document Copyright (C) 2017 by I.A.Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

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Friday, July 21, 2017

Fiction Friday - Nastja Simone

Nastja Ella Simone

Background & Origin:  She was working on her PhD in robotics when she got tapped to join a secret project that was funded by the military, contacted to a private corporation, and using university students and faculty to develop the designs in modular fashion. Although nearly a hundred people at the university were s omehow part of the project, only a handful knew it even existed and only two knew the full scope.

Nastja was one of the cogs in the wheels. She is a very talented roboticist, with supplemental training in cybernetics and artificial intelligence. Her work is integral to the exoskeleton on which the suit operates.

A motorcycle accident resulted in brain damage and she lost motor control over her legs. Despondent, she helped design some brain implants intent on having them installed in herself, to restore lost motor function.  When all conventional avenues turned her away, she sought out an underground neuroroboticist. She doesn't talk about the deal she made with Alexi, but she still can't walk. However, her overall brain function erupted, and she felt the trade was acceptable.

She returned to university, and blew through her classes. She got drawn deeper into the secret power armor project to figure out why the control interfaces were driving volunteers mad (they all got pulled from the project while medications still allowed them normal lives). While the root problem remains elusive, it turns out Nastja’s implants allow her to control the suit without any side effects.

She didn't build the suit, but she has trained to maintain and repair it regularly, and upgrade it occasionally.

Her place of birth was a rural village, a tiny collection of farms. She was raised by relatives.

She has the following siblings:
  • A younger brother that she has lost touch with;
  • A twin brother that bears her a grudge for some past transgression;
  • An adopted older brother that still lives with her childhood caretakers - he became “institutionalized,” and now works to help other kids survive the orphanage system.

She has experienced the following important events:
  • Blind luck provided her with a financial windfall, found cash, an inheritance, or something similar;
  • She made an enemy, a clan, gang or other small group. Nastja and the enemy are both equally annoyed with each other. This enemy have some close family ties that give them minor clout. Racial, religious or political bias caused the rift;
  • She performed a vital task for a military leader, who is now in her debt;
  • She made an enemy, a clan, gang or other small group. There's lots of yelling when they're around each other. They are not particularly important in the grand scheme of things. Nastja took advantage of them via scam or brute force;
  • A serious relationship ended when her partner died, murdered by someone. She don't know who.
  • An incapacitating accident left her laid up for several months, and permanently disfigured;
  • Her relationship choices were sub-par, and she found herself two-timing a steady partner. He never found out.


Combat Tactics:  She is a melee fighter, and a dirty one. Leg sweeps, sand in the eyes, picking someone up and throwing him in front of a bus - it's all fair game to make the fight end as fast as possible.

Personality Traits:
Rude, compassionate, nurturing.  

Appearance:  5’5”, 117 lbs.

Powers:  In addition to being a gifted cyberneticist and roboticist, she has brain implants that give her enhanced intelligence and motor function. Despite that, her legs still don't work. Her doctors have begun telling her the paralysis is psychosomatic, and she tells them to eat shit and die.

She wears an armored powersuit/exoskeleton, designed for law enforcement and peacekeeping (rather than military) applications, that enhances her strength, has electroshock combat pads, and allows her to use her legs normally.

She has minimal training in any kind of combat, and is only an average hand-to-hand fighter.

Notes:  Model unknown (if there even was one).  Photomanip artist unknown.  Character by I.A. Riley, June, 2017.

Document Copyright (C) 2017 by Icarus Anne Riley. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Villains & Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), Realms of Magic (Kim Eastland, TSR, 1986), The Ultimate Powers Book  (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).

Random backstory generator - http://www.pbegames.com/lifepath/ .

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Name - Nastja - Feminine form of ANASTASIUS. This was the name of a 4th-century Dalmatian saint who was martyred during the persecutions of the Roman emperor Diocletian. Due to her, the name has been common in Eastern Orthodox Christianity (in various spellings). As an English name it has been in use since the Middle Ages. A famous bearer was the youngest daughter of the last Russian tsar Nicholas II, who was rumoured to have escaped the execution of her family in 1918.

Mighty Protectors has a very different design view of Armor and persistent protection than its predecessors. Consequently, it is extremely expensive to get comparable values.  So I went with Invulnerability to the most common Damage Type she is likely to encounter, and called it a wash.



(artist unknown)
(model, if there was one, is unknown)

Nastja Ella Simone - Villains & Vigilantes

Str 29 (11), End 14, Int 29, Agl 19, Cha 15, 117 lbs., level 2

Basic Hits 3; Hit Mod. (2.2) (1.4) (1.6) (1.3) = 6.4064; Hit Points 19; Power 91; Move 62” ground; Carrying Capacity 1509 lbs.; Basic HTH 1d10; Accuracy +3; Damage Mod. +5; Detect Hidden 20%; Detect Danger 24%; Heal 0.9; Inventing Points 4.8

Armor B Device:
  • ADR 128 - the good news is that it is heavily plated, padded and insulated, including climate control system. The bad news is maintenance and repair is a bitch. Every time she gets hit, roll percentile dice. If the roll is less than the current ADR, then reduce the ADR by the damage taken, and she suffers no personal injury. She can “roll with the blow” normally to protect the armor; 
  • Heightened Strength B: +18; 
  • Natural Weaponry: Built-in electroshock pads in the gloves and striking surfaces give her +3 “to hit” with unarmed HTH (just don't think about it too hard), and +6 damage; 
  • Heightened Defense: Motion sensors and reflex enhancers enable her to avoid more attacks (opponents are -4 “to hit” her) while she is conscious, mobile, and aware of the attacker. 
Heightened Intelligence B Device: Brain implants, some of which are mounted on the outside of her skull, give her +19 Intelligence. These are permanent and difficult (but not impossible) to disable.

Physical Handicap: An accident damaged her legs, and she needs prosthetics (or cool power armor) to move faster than 6” per turn.

Invention: With her helmet on, the suit provides Adaptation, with 8 charges. Each hour or use as defense expands one charge. Charges can be refreshed by spending one hour in her workshop. The helmet also has a 15-minute backup air supply for when the charges run out.

Training: +1 “to hit” with unarmed HTH attacks

Gear: She also carries a radio, energy pistol, smartphone, first aid kit, and nightstick. If she is feeling mean, she adds a knife and sword, but worries about the serious injuries from cutting people.

Combat Summary:
Unarmed: Attack HTH +4 “to hit,” Damage 1d10+5 or 1d20 (both avg 10.5)

Shock Pads: Attack HTH +7 “to hit,” Damage 1d10+11 or 3d10 (both avg 16.5)

Energy Pistol: Attack HTH +5 “to hit,” Damage 1d10+5 or 1d20 (both avg 10.5), Range 57”

Nightstick: Attack HTH +5 “to hit,” Damage 1d4+1d10+5 (avg 13)


Nastja Ella Simone - Living Legends

PHYS 22/d10
DEFT 11/d6
REFL 16/d8
INTL 22/d10
COOL 11/d6
VITL 11/d6
Mass 53 Kgs (d3 Mass effect)

Total Cost: BCs (83) + Skills (13) + Powers (99) - Weaknesses (-25) = 170 CP

Skills

4 @ +2 Levels (5) (+7) [13 CP]
  • Electronics (INTL/S): d12
  • Science (INTL/S): Robotics, d12
  • Unarmed (DEFT/G): Punch, Kick, d10

Powers

Bionics: Brain implants increase INTL, included above

Power Armor

  • Armor: 11 vs all Physical Damage Types, plus Other (87), Modifiers: Ablative (-3), Equipment [suit] (-3) [39 CP];
  • Adaptation: Asphyxiation, High Temperatures, Low Temperatures (3) (+5), Modifiers: Equipment [suit] (-3) [4 CP];
  • Heightened PHYS: +15 (15), Modifiers: Equipment (-3) [10 CP];
  • Natural Weaponry: Skill Bonus +3, Damage Bonus +3 Blunt Kinetic [crushing] damage (27), Modifiers: Equipment (-3) [18 CP];


Mundane Equipment

Nightstick [8 CP]
  • Skill Bonus: Add +2 to Weapon [bludgeons] skill (7), Equipment [carried] (-3) [-3 CP]
  • Natural Weaponry: Add +0 Blunt Kinetic [crushing] damage to weapon [bludgeons] skill (0), Equipment [carried] (-3) [0 CP]
  • Parry (shield bonus): Non
Generic Energy Pistol [11 CP]

  • Skill Bonus: None
  • Power Blast: d8 Energy [pure energy] (16), Range [12”] (+0), Equipment [carried, size 0.3m] (-3) (+1), Charges [7ch, clip, reload as single action] (-1) [11 CP]
  • Equipment Armor: Standard Equipment value of 6

Medical Kit [4 CP]

  • The damage form can vary depending on the special effects. On “modern” Earth the damage form would typically be [chemical] (e.g. “flesh-like polymer”), but in more fantastic or high-tech settings it might also be [poison] (e.g. “healing stimulants”) or [disease] (e.g. “genetically engineered super-blood platelets”).
  • Healing: Hits, +1 level, Biochemical (8), Charges [22ch] (-1), Equipment [carried] (-3), Roll Required [Medicine skill, roll 2+, required per use] (-1) [4 CP]
  • Equipment Armor: Standard Equipment value of 6

Radio Transceiver [5 CP]

  • Radio Transmission: 3 channels, audio only, 10 km (4), Verbal Trigger (-1), Linked [to Basic Radio Sense] (-1), Equipment [carried, size 0.1m] (-3) (+3) [3 CP]
  • Heightened Senses: Basic Radio Sense (2), Only 3 Channels (-2), Ranged (+3), Activation Required [to a Persistent power] (-2), Equipment [carried, size 0.1m] (-3) (+3) [2 CP]


Weaknesses

Persecuted: She has enemies (Uncommon, Major) [-10 CP]

Physical Handicap: An accident damaged her legs, and she needs prosthetics (or cool power armor) to move faster than 2” per turn. (Major) [-15 CP]


Nastja Ella Simon - Mighty Protectors

Strength 21 (Carrying Capacity 960 lbs., Basic HTH d10+1)
Endurance 12 (Save 11, Heal 1.6)
Agility 18 (Save 12)
Intelligence 24 (Save 13)
Cool 15 (Save 11, Initiative d6+1)

Hit Points 18
Power 75
Physical Defense 2 (6)
Mental Defense 3
Move 17
Inventing Points 12
Wealth d6
Luck 10-
Weight 117 lbs. (192 lbs. in armor)
Total Cost 80 + 95 - 25 = 150

Powers

Bionics: Increased Intelligence (included above)
Wealth: d6 Wealth roll (2.5 CP)

Gear - Power Armor


  • Adaptation: Asphyxiation, High Temperatures, Low Temperatures, Modifiers: Multifunction Gear (12.5 CP)
  • Armor: Kinetic 4, Energy 4, Biochemical 4, Entropy 4, Modifiers: Multifunction Gear (27.5 CP)
  • Heightened Defense: Physical Defense +4, Modifiers: Multifunction Gear (7.5 CP)
  • Heightened Strength: ST +10, Modifiers: Multifunction Gear (7.5 CP)
  • Invulnerability: Kinetic, Modifiers: Multifunction Gear (17.5 CP)


Gear - Off-The-Shelf Items

Arsenal: She has a pool of six (6) devices she can choose from when at base, and carry any four (4) at one time. Each can be worth up to 15 CP (20 CP)

  • She carries an energy pistol, smartphone, first aid kit, and nightstick. GM said I don't need to worry about the CP for each, so I'm not.


Weaknesses

Physical Handicap: An accident damaged her legs, and she needs prosthetics (or cool power armor) to move faster than 2” per turn. (-15 CP)

Nemesis: TBD (-10 CP)

Combat Summary

Initiative: d6+1

Unarmed: Attack 15-, Damage d10+1 or d12 (and 6.5)

Energy Pistol: Attack 15-, Damage d10 (avg 5.5)

After subtracting for Armor, but before rolling with the blow, she takes ½ damage from Cold, Heat, and Fire, and ¼ damage from physical attacks like punches, bullets, knives and falling.




Friday, July 14, 2017

Fiction Friday - Callisto "The Speed of Soul" Kikkert

Callisto Zvezdana Kikkert

(see also Introduction)

Background & Origin: She was born in the United States. After a stint in the military, she studied ecology in college (getting her Masters) and became a lobbyist, finding she had a passion for both.


Her place of birth was a military base. She grew up with her siblings, but ran away from home at 16, because her family life was an absolute and unpleasant mess, got into trouble, and bailed herself out by joining the Army. She mustered out after two terms and went to college.

She has the following siblings:
  • An older sister that hates her for some past transgression;
  • A younger brother that bears her a grudge for some past transgression;
  • An older half-sister that she hates because of some past transgression.;
  • An adopted older sister that suffered grave misfortune, becoming involved with a religious cult or destructive social order;
  • A younger sister that suffered grave misfortune, becoming involved with a religious cult or destructive social order.
She has experienced the following important events:
  • She made a friend, someone younger than her that she feels protective about. This person has some influence with a gang, a guild, or other larger group;
  • She made a friend, an old friend that she reconnected with. This person is an important figure both locally and beyond the immediate area;
  • Her long-term relationship ended when her partner broke up with her without reason;
  • She made a friend, a relative. This person has great personal power;
  • She made an enemy, crossing the line between love and hate with a former lover. He makes her shouty-angry. He has some influence with a gang, a guild, or other larger group. The dislike is the result of a personal relationship;
  • A rigorous stretch of military training strengthened her.
Her powers manifested while on an ecological project. She took a few days to go hiking, and “communed with nature” way more than expected.

Combat Tactics: She uses her invisibility and illusions to confuse and shut down foes.

She is a trained and dangerous hand-to-hand fighter, striking with uncanny precision. 

Personality Traits: Motivation: Utopian. Her worldview drives her to confront the enemy. This may be a personal philosophy, or something she shares with others (such as patriotism, or a religion). She may have been raised with these values, or developed them only recently. Her worldview may be based on moral or ethical convictions or be entirely fanciful, but she MUST try to live up to it, and be an example to others.


She has very strong passions, and a great deal of comfort with them. She is not ruled by her passions, because she knows how to work with them, and channel their energy into her actions. It is an emotional kung fu akin to the tai chi master who bends and rolls through the storm, rather than the tiger style master who smashes and hammers. She can still lose her shit, but rarely (and always intensely), and she doesn't hold grudges.

She doesn't think of herself as “having powers,” so much as “having a better understanding of things.” She can come off a bit parochial and arrogant.

Appearance: She is in her early 30s, 5’8”, 168 lbs. She wears her hair long and flowing. She favors the latest fashions and spends lavishly on the best clothing.


She has a lot of tattoos, but is clever about covering them with her clothing and (when necessary) her illusions.

She was born female, identifies as female, expresses as female, and likes men. (About as uncomplicated as you can get, which is nice, because I kind of had an idea for the character, and I confess, gender identity wasn’t part of it.) (Apparently, the Mighty Protectors book has random tables for this, which is both cool and weird, at the same time.)

Powers: “The Speed of Soul” - every living thing has a soul. That's rather the definition of “living,” one should think, i.e. it has a soul. “Soul” transcends commonly understood physics, to encompass all energy, including the psionic band of the electromagnetic spectrum.


She exists in harmony with that energy field, and consequently benefits from it, can blend into it, and can tug and stir it, to manipulate the perceptions of anything with a soul. It also allows her to move and process information and decisions faster relative to normal humans.

She has normal strength for a woman of her age, height and build who engages in moderate regular exercise.

Notes: Model unknown. Character by I.A. Riley, June, 2017.


Document Copyright (C) 2017 by I.A. Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains & Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.



Random backstory generator - http://www.pbegames.com/lifepath/ .

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Callisto Zvezdana Kikkert - Villains & Vigilantes

Str 14, End 12, Int 24, Agl 31, Cha 12, 168 lbs., level 3

Basic Hits 4; Hit Mod. (1.2) (1.4) (1.5) (3.1) = 7.812; Hit Points 31; Power 81; Move 737” (168 MPH) ground; Carrying Capacity 331 lbs.; Basic HTH 1d6; Accuracy +5; Damage Mod. +6; Detect Hidden 18%; Detect Danger 22%; Heal 1.2; Inventing Points 7.2

Heightened Agility A: +13

Heightened Attack: Damage +3 with all attacks 
Heightened Intelligence A: +16
Heightened Speed: Ground Move +680” per turn, Initiative +23

Illusions: She can tamper with the perceptions of living beings, and anything defined as having a soul, creating illusions that affect all visual, auditory and olfactory perceptions. PR=2 per turn.


Invisibility: She can tamper with the perceptions of living beings, and anything defined as having a soul, becoming undetectable and gaining the benefits described by the power, because it affects all the target’s perceptions simultaneously. PR=4 per hour.

Training: Reduced PR for Illusions, included above.


Training: Reduced PR for extra actions per turn. The first one is always free, and her second one is also free, but the third, fourth and fifth are PR=2, as normal.



Combat Summary:

Initiative: 54 +1d10 (avg 59, or four actions per turn)

Unarmed: Attack HTH +5, Damage 1d6+9 or 5d4 (both avg 12.5)