Sunday, February 7, 2010

AFU Heroes & villians

So, naturally, being a Superhero verse, we went on and created a bunch of heroes and villians for it! The problem is creating memorable characters which are a bit disposable, but very memorable. Allies that the players can encounter, interact with and empathize with (esspecially if they're killed) and antagonists the players love to hate and will enjoy encountering again and again. So we've held off on most of the big ones mentioned in the previous post, just a bit... Note, all Heroes and Villians listed here are Wild Cards!

Hero

Harvest Moon
Sarah Carline is special. Young, attractive, wealthy successful; people wonder what she’s doing single and living in a rust-bowl like Orphicten. The young Magistrate with Special qualifications in Superpower law says she’d dedicated to cleaning up the city. That’s not the truth, though. Not entirely. Sonya’s hard reputation is attributed to her fist month on the job. She was asked to review the villain Chimera’s case. Sonya ruled that Chimera was to be tried as a Supervillian. Quickly found guilty; Chimera was locked down for transit to Exodus Rock. Unfortunately, Chimera escaped and began taking revenge on all those who’d participated in determining his guilt, including Sonya whom he infected with a virus engineer from both tiger and bat. Though Marv Smalltown eventually rescued Sonya and recaptured Chimera the damage was done. Each night since, Sonya has transformed into the woman known as Harvest Moon; part Vampire, part Weretiger. So far, only Marv Smalltown and Chimera know Sonya’s secret.

Harvest Moon
Race: Werewolf/Vampire

Rank: Novice

A D10, Sm D6, Sp D4, St D6, V D10

P 6, Pa 2, T 7, Ch +4

Skills
Climb D6, Fighting D10, Knowledge (Occult) D4, Notice D6, Tracking D6, Stealth D8, Streetwise D6,

Hindrances
Gimmick – At sunrise Harvest Moon becomes Sonya Carline until sunset (Major), Loyal (Minor), Stubborn (Minor).

Edges
Arcane Background (Superpowers), Berserk, Very Attractive.

Powers
Attack, Melee – Razor Claws 2D6 (4), Super Attribute – Agility (1), Super Attribute Vigour (2), Undead – Vampire (2), Wall Walker (1).

Gear
None.

Sonya Carline
Race: Werewolf/Vampire

Rank: Novice

A D6, Sm D10, Sp D6, St D4, V D4

P 6, Pa 2, T 4, Ch 0

Skills
Driving D6, Knowledge (Legal) D12, Investigation D10, Persuasion D10.

Hindrances
Gimmick – When night falls Sonya Carline transforms into Blood Moon (Major), Loyal (Minor), Mean (Minor).

Edges
Attractive, Arcane Background (Superpowers), Rich.

Powers
None.

Gear
Brief case, papers, limitless credit card, glasses.

Marv Smalltown
Barry and Mary Smalltown moved to Orphicten during the war to take advantage of the city’s booming war industry. After the war they wanted children, but found themselves unable to conceive; so some years later they adopted an infant orphan named Marvin. But the world had moved on and Orphicten was rusting. Like most people employed by the war industry, Barry and Mary hadn’t earned enough to save and couldn’t move on. But Barry was struggling to find work. While they were raising Marvin to believe in right and wrong, Barry was doing odd-jobs for the Mikos Family. Marvel was ten when he found out, and never took money from his father again, instead getting whatever odd jobs he could. Arguments were frequent between Marvin and Barry in those days. In his mid teens one particularly savage argument resulted in Marvin striking his father in front of some colleagues. His father was knocked unconscious in an instant. When his father’s colleagues stepped in Marvin beat them all. More came later, and left after Marvin threw a car at them. Marvin had left the Smalltown home by the time Barry had returned from the hospital; setting out to clean up Orphicten. Now in his late twenties, Marvin Smalltown has been living on the street for nearly a decade. He’s tried and is still trying to clean up Orphicten. But the criminal is clever and Marvin is ever-idealistic. They’ve drawn him into their web and learnt to work around him. He takes out individuals, even the big bosses. But every one he misses scales up the ranks. One day Marvin Smalltown may clean up Orphicten, but that day is decades off.

Race: Human

Rank: Legendary

A D8, Sm D6, Sp D8, St D12+10, V D12+5

P 8, Pa 4, T 14, Ch 0

Skills
Climbing D8, Driving D6, Fighting D12, Gambling D4, Intimidate D8, Persuasion D8, Streetwise D12, Stealth D8, Swimming D8, Taunt D12.

Hindrances
Arrogant (Major), Illiterate (Minor), Vengeful (Minor).

Edges
Ambidextrous, Arcane background (Superpowers), Brawny, Fleet Footed, Improved Frenzy, Power Points

Powers
Leaping (2), Super Attributes -Strength (10), Vigour (5), Toughness – Hardy (6).

Gear
Brass Knuckles (D12+D4+10), Cash $50-400.

Villian
Corpse Tiger
As a youth, Yorimoto Kane was a thug doing dirty work for the Yakuza. However, after going toe-to-toe with superhero, Tigerwoman, Kane was deemed worthy of a new position, entering training as one of the Yakuza’s ninjas. What none had realized at the time was that Tigerwoman had contracted a savage virus, sending her powers were into a contagious flux. As such, the battle had left Kane with similar abilities but terminally ill. Slowly and painfully dying, only to find his consciousness trapped in an animated corpse, Kane’s powers are thought to be the only thing keeping his body animated at present. Kane’s torture did not end there. He began to rot and maggots soon infested his flesh. The Yakuza, however, promised treatment in exchange for service and so Kane became Corpse Tiger, undead ninja. Then the bombs fell, destroying nearly all of the Yakuza’s global capital, save their few Pacific holdings. Suddenly, Corpse Tiger found himself without work or treatment and trapped in a rotting corpse! While Kane has learned the secret of his Yakuza treatments, they are far from perfect or cheap. Now a rat for hire, Corpse Tiger will work for whoever pays for the next treatment. Still respected amongst the now ex-Yakuza Ninjas, Corpse tiger occasionally hires his old comrades should the job require them.

Race: Human

Rank: Novice

A D8+2, Sm D6, Sp D8, St D6, V D8

P 6, Pa 6 (8 - Leaping), T 8, Ch -4

Skills
Climbing D8+2, Fighting D6, Intimidate D6, Lockpicking D8+2, Notice D8, Shooting D6, Stealth D8+2, Swimming D6, Throwing D8.

Hindrances
Terminally Ill - Decaying (Major), Distinctive Appearance – Semi-decayed Humanoid Tiger (Minor), Ugly (Minor).

Edges
Acrobat, Arcane Background (Super Powers), Quickdraw, Thief.

Powers
Attack, Melee – Device: Sword (2), Leaping (2), Undead (4), Wall Walker (2).

Gear
Sword (3D6), Shuriken (3/6/12, D6+D4).

Deimos, god of dread
Derik Moses had a superpower. He was a super junkie. He could do drugs more often and in vaster quantities than any other junkie on the planet. For all his efforts; Derik got nothing but a killer addiction. When Shadow hit the streets, Derik was the first and hardest to use it. In fact, Derik used so much Shadow that his flesh and bones dissolved and his mind melted into his shadow. Slowly, Derik Moses took on the persona of Deimos- Greek god of dread. Without a body, Deimos was immune to all the old narcotics which once dominated his life. The big time junkie became a small time dealer of Shadow. While at the bottom run of the ladder now, Deimos has the potential to claw his way to being a real problem if left unchecked.

Race: Human

Rank: Novice

A D6, Sm D8, Sp D8, St D4, V D4

P 8, Pa 5, T 4, Ch 0

Skills
Fighting D6, Guts D8, Intimidate D12+5, Notice D8, Stealth D8, Streetwise D8.

Hindrances
Alien Form – Living Shadow (Major), Distinct Appearance – Living Shadow (Minor), All Thumbs (Minor).

Edges
Arcane Background (Super Powers), Fleet Footed, Power Points (5).

Powers

Altered Form – More Stretch 1, Fall Proof (+5), Attack, Melee – Reach 1” (+3), Dark Vision (+2), Fear – Scary (+1), Super Skill – Intimidate (+3), Wall Walker (+1).

Gear
Five hits of Shadow at all times.

Shadow
Shadow isn’t a villain. It’s a drug that creates them. Shadow’s growing popularity is attributed to its side effects. Not only does anyone under the influence of Shadow gain the Overconfidence Hindrance, it also grants the user powers. Specifically these are Altered Form and Dark Vision. A hit of Shadow causes the users eyes to film over with a strange black liquid. This liquid additionally coats their limbs, generally from the knee and elbow down; giving them their stretch effect. Shadow junkies are generally easy to spot, as the more they use it the blacker their limbs and eyes become stained, with some of the most hardcore being permanently pitch.

If the user already has these powers they gain distinctly different benefits. For Altered Form, a user with this power gains More Elastic at +3. This bonus stacks. For Dark Vision, the character gains +2 on all Notice rolls.

It is, however, horribly addictive and already possessing the powers are no protection here. Each time the character takes a hit of Shadow they must roll Vigor at -4. Failure indicates the character gains the Habit (Major) Hindrance. Whispers indicate overdosing on Shadow can have other strange effects.

A single hit of Shadow sells for $200. Dealers have been known to water it down with black berry fruit drinks (thus disguising the fact it is watered down), which sells for $10-100, depending on how watered down. Watered down, it always grants the Overconfidence Hindrance and as addictive as at full strength. It is at half strength, a hit of shadow will grant a single power. The affects if Shadow last 2d6 hours, regardless of strength.

Shadow Junky
A D6, Sm D4, Sp D4, St D6, V D6

P 6, Pa 6, T 5, Ch 0

Skills
Driving D4, Fighting D6, Notice D4, Swimming D4, Stealth D6, Streetwise D4.

Hindrances

Habit – Shadow (Major), Overconfident.

Edges
Arcane Background (Superpowers).

Powers
Altered Form - More Elastic 1 (3), Dark Vision (2)

Gear
Improvised Weapons – Chains, pipes, crowbar, etc (D6+D4).

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