Heroes of the Nightmare


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Special Rules

Karma: This operates in the future the same way it does now. However, it is earned and lost differently in several cases.

Unherioc Acts: It is unfortunate fact that mutants must commit crimes to survive in the future. They must often steal food, forge documents, and destory property. These things turn public opinion against mutants, so characters do lose Karma for them. However, they only lose the listed amount of Karma for each crime, not twice the listed amount.

Personal Karma: It is impossible for mutants to lead normal lives while the sentinels control North America. For this reason, characters never lose Karma points for failing to keep up with their personal commitments. The only personal commitment that needs to be considered is to family members. If a character manages to visit his family, the normal Karma award is doubled (to +10 Karma points). However, if the visit endangers his family at all, the chaeacter loses 20 Karma points. The best thing most characters can do for their families is stay away from them.
Charity also works differently in the future. No charitable foundation wants a munt to show up at its benefit dinner. However, a donationof food, medicine, clothing, or other necessities to anomalous humans or powerless mutants in hiding earns Karma points equal to the donation's Resource rank. If the donated items were originally stolen by the characters, they have already lost 20 Karma points for the theft.

Negative Popularity FEAT rolls: Characters do not lose Karma for making negative Popularity FEAT rolls unless the result of the FEAT roll is red.

Resources: Are used quite differently by mutants in the future. It is impossible for a mutant to hold a job for more than a week or two, and all assets and bank accounts were frozen when the sentinels took over. Resources therefore, don't represent income; they represent cash or valuable items which the character managed to collect before being lockd out if his savings.
Everytime a character uses his Resources, the player must make two Resource FEAT rolls. The first is a normsl FEAT roll to determine whether the character has sufficient Resources to do what he wants. The second FEAT roll determines how much of the character's stash of vaulables has to be given away to make the purchase (the second roll is not necessary if the first roll failed). A white result causes the character's Resources to be reduced by one rank, permanently. When a character's Resources reach Shift 0 he is broke.
The only way to increase a character's Resources rank is by accumulating new valuables. If a character acquires an item that has a Resource value higher than his current Resource rank, his Resource rank increases by one. However, the character can't use the item after he "cashs it in" and raise his Resource rank. This can be done at any time.
 
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Here is Providence. I still have a few questions about her:

1) Unlike the rule book where they cannot, can the Crimson Bands of Cyttorak be broken with normal attacks and if so, how is that done? -2 CS? Increased rank of attack power?

2) How long does it take for the Grim Shield spell to dissipate? Is it one hour as per the chart on page 65 of the Player's Guide?

3) Do I pick a rank for the Sensing-Mystical Detection spell? I'm not sure what a rank would be used for. Could Sensing-Mystical Detection be used to see Sheng Tsung when he is invisible? Are there rules for a sense power vs. what it is trying to sense and how the ranks work with that? Does the rule

All mages have an "ear" for magical power, and as such are aware of its use within their general region. The casting of a spell that will affect a ten mile area will alert any mage of that power level or higher in that area, as well as those powerful entities that may have agents operating in that area. Similarly, the casting of spells that will affect all of the Earth will definitely come to the attention of Doctor Strange, who is that Earth's sorcerer supreme (indeed, one of his prime tasks in that roll is to protect Earth's dimension from invasion and damage by other mystics), and magically messing with a dimension will come to the attention of the great Powers of magery.

still apply?

4) Will Troubleseeker often be used for mundane mutant problems, or will the DM use it as intended to allow her to have an occasional magical encounter?

5) Do the magical karma rules apply?

Characters who have true magic abilities (as opposed to those with mystic origins, the potential to gain magic, or using magical items) gain Karma at the standard rate. All Karma losses are at twice the standard rate. The reason for this is thus: A sorcerer, no matter what his background, is more aware that all things are part of a greater whole, that bread cast upon the water comes back a hundredfold, and you reap only what you sow. In other words, Karma counts twice as much against them because they are more aware of its effects.

On the plus side, the cost for a mage to perform Power Stunts using his spells is reduced. It costs an "ordinary" super hero (if there is such a thing) 100 points to attempt a Power Stunt. It costs a mage only 10 points of Karma if the stunt uses Personal or Universal energies, 50 points if using Dimensional energies.

6) Does Providence have to take the Mystic Background talent? The Players Guide seems to indicate yes, Realms of Magic seems to indicate no.



Providence
aka Norelin Abrash
F – GD (10)
A – EX (20)
S – EX (20)
E – RM (30) AM (50) see Troubleseeker
R – GD (10)
I – EX (20)
P – IN (40)

Health: 100
Karma: 70
Resources: Feeble
Popularity: 0
Talents: Languages (Tibetan, broken English), Martial Arts A, Demonologist
Contacts: The monks at the Temple of the Ancient One

[sblock=Powers]
Troubleseeker (Excellent): The Power combines Teleportation with automatically functioning Mental and Detection Powers. Providence subconsciously detects a crisis somewhere within her range and automatically teleports to the vicinity. The maximum range for detection and Teleportation is 25000. Providence has no control over the Power. She usually arrives without any idea of what the problem is that drew her. Her only warning is the dreaded feel of the Power beginning to function. (A brief tingle, a muttered "Here I go again," and poof!). The power does, however, teleport her to an area of some privacy.

Nothing in the Marvel Universe can prevent Providence from teleporting into a crisis area. Her unwanted appearance can only be prevented by nullifying the Power before it functions. This can be accomplished by negating the detection, analyzing, or transportational aspects of the Power (more on this later).

Once she is drawn to the scene, Providence can move freely about. She must remain within 10 areas of the initial attraction. If Providence goes beyond that limit, she is instantly teleported back to her starting place. Only when the crisis has been dealt with can the Troubleseeker leave the area. (Of course, the Power is also free to draw her to a new crisis elsewhere.)

To compensate for the constant demands the Power places on Providence, it increases her Endurance by this Power's rank number. The Power automatically transports anything Providence considers part of her self image. This can be extended to include clothing, equipment, and even companions. The additional weight is limited to the number of pounds equal to the Power rank number (800 pounds).

What attracts the Troubleseeker? The Detection aspects of the Power operate on an Empathic basis. The crisis that attracts it is one that generates extreme levels of turbulent emotions (fear, hate, pure evil, general anguish, and so on).

An event that doesn't directly affect anyone will not attract the Troubleseeker. A screening mechanism prevents the hero from traveling to "false alarms" such as a distressed accountant who just lost his ledgers.

The Power does allow Providence to rest between missions. The Power will not function again until 1-10 days after the successful conclusion of the previous mission. If the mission was unsuccessful, the Power functions again 1-10 hours after the hero's defeat.

Providence has a -1CS resistance to Emotion attacks. Even worse, a perfect simulation of the emotions that accompany extreme distress can serve as a trap to lure and hold the Troubleseeker. Providence cannot leave the 10 area limit until she has discovered the deception and neutralized the source of the spurious emotions.

Whatever its nature, the Power will never try to get Providence killed. The screening mechanism never draws Providence to a crisis that is beyond her ability to handle, though she might not think so at the time. If Providence admits or suffers total defeat, the Power may even allow her to escape. If Providence is in a fatal situation with absolutely no way out, the Judge rolls a red Power FEAT. Success means Providence is teleported to safety, at the loss of all her Karma.

The Power works against the Providence’s opponents if they try to carry her away from the area. Such attempts to hijack Providence proceed normally until the 10-area limit is reached. At that point Providence immediately teleports back to her starting place, minus whatever had carried her away.

As mentioned earlier, the only way to prevent Providence’s unwanted appearance is to somehow prevent the Power from initially functioning. The detection aspect can be temporarily blinded by such means as Mental Invisibility or Force Field vs. either Mental or Emotional Attack. If the villain operates so covertly that no one gets distressed, this will also do. The key is to prevent Providence from receiving the broadcast emotions.

The second mode of prevention deals with the analysis aspect. Anything that can reduce Providence's Reason or Intuition to below Typical can prevent her from recognizing distress as something that demands her attention. Means to this end include Hypnotic Control, Emotion, Control, Induced Sleep, Mind Drain, and Psionic Vampirism.

The third mode is simple enough. The villain need only negate Providence's ability to Teleport. Note: The hero may actually thank the villain for this, if the villain is able to pass himself off as a benefactor.

Note: Due to the fact that the power is controlled by the Lords of Order, Providence typically only teleports to scenes of major magical chaos and not more mundane emergencies. These scenes will often, but not always, have magical components or foes, the Lords of Order are not concerned with the mundane.


Energy Vampire (Remarkable): Providence can drain the energy from a target and convert that energy into extra Strength, Endurance, Psyche, and her spells. She can force a non-living, nor sentient target to release all its energy, an Intensity FEAT equal to the energy potential of the target. For example, an auto battery can be drained on a Typical Intensity FEAT, a gallon of gasoline by Good Intensity FEAT, the magnetism every tape in a music shop on an Excellent intensity FEAT, the heat of a blast furnace on an Amazing Intensity FEAT and so on.

Living and/or sentient targets are harder to drain, because they possess Psyche. The target's Psyche determines the Intensity of the FEAT needed. A successful FEAT enables the hero to drain energy from the target. The amount drained is equal to this Power's rank number. The amount is drawn from all the target's Energy Emission Powers and any energies that form his physical make-up; this applies if the hero is a non-human (a robot, for example).

Providence can only drain Powers that actually emit energy—see the Energy Emission section. Powers that do not emit energy cannot be affected by this Power. She can drain Remarkable amount of energy each turn as long as she keeps making successful FEATs. She can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means her hunger is beyond her control. She has entered a feeding frenzy that will only cease when the target has been completely drain of energy (or someone stops her).

If Providence fails to make any FEAT during the feeding process, she breaks off her attack and cannot reestablish it. The victim cannot be harmed by this attack again until a future encounter.

The drained energy comes from her victim's highest ranked Energy Power and/or Psyche, and is divided and added in equal amounts to Providence Strength, Endurance, Psyche, and spells (i.e. divided by 7, 4 points each) and 8 is added to her Health. If two or more powers or abilities have the same rank, the 30 points are divided and drained equally among them.

Why do Energy Vampires do it? Due to their odd nature, they lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and Psyche, and all Powers (except this one), drop 1 point per hour. Providence must feed to bring those abilities and Powers up to their original levels.

Providence cannot actually starve to death; when all her affected rank numbers reach Shift 0, she enters a deathlike trance. Her power continues to function and tries to drain anything that comes in contact with her. When her abilities return to Feeble, she becomes conscious again.

Providence’s Energy Vampirism is not communicable.
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[sblock=Spells]
Providence knows four spells:

Crimson Bands of Cyttorak (Amazing): Providence can cast the bands at Amazing power rank (Psyche+1) due to them being Bands of Cyttorak. This spell manifests itself in a variety of ways, as she chooses: vapors, rings, threads, circles, and so on. In addition, the Crimson Bands can also be manipulated like a whip for snatching things or like a rope for pulling characters out of danger. But since they are Bands of Cyttorak, all of the bands can be severed easily by the Shades of the Seraphim spell.

When Providence calls up this enchantment, bands (or whatever) form around the target and entrap him. It takes a full round for the bands to completely form. The target can try to dodge through the bands only in the round in which they form and only if the area being entrapped is as large as a 10 foot cube. If the spell is directed at the individual himself, he cannot dodge through it. When a character is surrounded by the bands there is a 75% chance that he is bound, a 25% chance that he is gagged, and a 10% chance that he is blinded (see the Bound, Gag, & Blind rule in the Miscellany of Mysticism). A separate roll is made for each of these effects.

The bands cause no damage to the entrapped character. Bands have a material rank that is equal to her Psyche rank (rank+1 in this case). While normal attacks will not affect bands, magical attacks may free the victim.

If the magic attack’s spell rank is higher than the bands material rank, it will shatter the bands if the attacker makes a green FEAT roll. If the material rank is the same rank as the magical attack, the attacker must make a successful yellow FEAT roll to shatter the bands. If the material rank is higher than the spell rank of the magical attack, the attacker needs a successful red FEAT roll to break the bands.

Providence does not have to maintain a high level of concentration to maintain the bands; she can move, cast spells, perform normal actions, etc. However, if she is affected by a hostile attack or spell, she must make a successful Psyche FEAT roll to keep the bands from breaking. Bands automatically break if Providence is rendered unconscious.

Note: the spell does not allow normal attacks to shatter the bands. However, the DM might want to allow this to happen, abet at a more difficult level such as -2 CS.


Bolt of Bedevilment (Remarkable): Providence can fire a remarkable bolt of pure universal or dimensional energy at a range of 4 areas.


Seraphim’s Grim Shield (Remarkable): Once the Grim Shield is created, it can indicate where great evil exists near to the user (Judge’s discretion). This will also indicate to the user, by glowing, if a particular individual is evil (as in a villain).

The shield has an armor rank equal to the spell rank. This shield is usually invisible to all but magic wielders and can be projected out away from Providence’s outstretched hand a few feet. Providence moves the shield to block attacks. If she is attacked from a number of sources at once each shield will only protect her from one attack. If she is surprised, or if the attacking character succeeds in targeting a magical beam or bolt as a bull’s-eye, it means that Providence could not move her shield fast enough to deflect the attack. If the shield is hit by an attack with a higher spell or power rank it shatters, though no damage penetrates it to harm Providence during that round.

Providence can also use this spell to encircle herself with four weaker shields (armor rank Excellent). If any of the shields are broken, the remainder are unaffected. Providence cannot leave the circle of shields until they dissipate or are destroyed.

Note: I could not find rules for how long it takes for a spell to dissipate.


Sensing-Mystical Detection: Providence is sensitive to the use of magic. She can detect magic use and its specific source within the area of effect. Among the specific things she can detect are: magicians casting spells, magical items that are being used or that have a protective spell cast on them, magical portals, and magical creatures. Unlike some sensing spells, this spell does not require a great deal of concentration.
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[sblock=Weaknesses]
Weakness: Whenever Providence sleeps, she subconsciously drains energy from nearby sources. If there are powerful beings around such as mutants, this is typically not a serious problem. She drains a small amount of their energy and they tend to wake up a bit more tired than usual, but it is not very noticeable. The more mutants or other powered beings around her, the less effect it has. If only one mutant is near her (within 1 mile), that mutant will be at -1 rank to Strength, Endurance, Psyche, and all energy powers and abilities for that day unless he makes a Yellow Endurance FEAT. If only two mutants are near her, they will be at -1 rank to Strength, Endurance, Psyche, and all energy powers and abilities for that day unless they make a Green Endurance FEAT. If no mutants are around her, she drains the local power grid within 1 mile (if it exists) which is not usually immediately detectable by the authorities since it shows up as a spike in power for many homes and businesses in the area, but it is possible for it to be detected if someone is looking for it. She can avoid this by not sleeping, but typically cannot do this for more than a single day. One of the reasons that Providence hangs around mutants (or at least will in the future) is so that the authorities cannot use this method to find her during her sleep.


Weakness: Like all Inhumans, exposure to modern air pollutants causes illness for Providence, just not as severe. A yellow Endurance FEAT must be made each week in a metropolitan area like a city. Failure means that Providence will be ill and at -1 CS to all powers and abilities for the following week. If in a less polluted area than a city such as a small town, it is a green Endurance FEAT. If it is in a low populated area with fresh air and very little pollution, Providence will not be ill and does not need to make a FEAT check. Providence tries to stay in low populated areas as often as possible, but her Troubleseeker ability does not keep her there for long. If she teleports into a higher polluted area, she makes the FEAT check on her normal weekly timeframe.


Weakness: -1 CS resistance to Emotion attacks due to Troubleseeker.
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[sblock=Background]
Like some rare gifted Inhuman children, Norelin was exposed to the Terrigen Mists at the age of 5. Others get exposed at later ages. And like most Inhumans, she changed. Her appearance did not change, but her body did. Norelin became a living energy sink. And at such a young age, she became an energy sink that could not control her power. The Inhuman scientists immediately started working on a mechanism to help her control her power, but it was slow going. Nothing they tried seemed to work, partially due to the nature of her power itself. It prevented many devices from working when they either ran out of power or worked suboptimally due to a lower power input.

In the meantime, Norelin became an outcast in a society of outcasts. Her power expanded over a large area and created many problems. Her fellow Inhumans became tired and lethargic. Their many systems started to fail and accidents, some deadly, became commonplace. Norelin and her parents were ostracized, even by such an enlightened society.

By the age of 8, Norelin knew that only she could prevent this catastrophe from continuing. So, she devised a plan to escape the city of Attilan. At the time, Attilan was still located in the Himalayans, far from the view of mankind. Norelin managed to sneak out of the city, her power helping her to disable security systems without her even knowing it. Once outside, she started to walk away from her life, into a white world of ice and snow. Although she had carefully prepared for the journey, Norelin was not ready for it. For one thing, she was unaware that her body would not be able to handle the pollutants in the air, even air as rarified as that found in the Himalayans. And the Himalayans are a very large area. Norelin walked and walked, but without the energy that her body was used to draining, she eventually walked into the darkness of unconsciousness.

Norelin’s cold and nearly lifeless body was brought to the Temple of the Ancient One in Tibet by the hermit monks that lived there. There, she was restored back to health with spells, warmth, food, and simple kindness. The monks were the remnant of the Order of the Ancient One: sorcerers and martial artists of skill who followed the lords of order. Although not as powerful as the original sorcerer who took the title of Ancient One, Baron Mordu, or Doctor Strange; these monks were still very skilled compared to many practitioners of the magical arts.

At the temple, the monks devised a sleeping area for Norelin where she was surrounded by mystical artifacts of significant power. She was able to slowly drain these devices of power while she slept, but could not harm them since they were devices of nearly unlimited power. The monks then taught her how to control her power, how to speak Standard Tibetan, spells and how to study to gain new spells, and some minor martial arts.

However, the study of spells can be fraught with danger. Magic does not always act predictably, even the magic of order. Due to some combination of her energy vampirism power, the magic she absorbed while sleeping, and her study of spells, Norelin acquired a powerful and sometimes annoying magical ability outside of her control. Norelin has acquired the Troubleseeker power. This ability teleports Norelin to areas where her help is needed, but does not allow her to leave the area until the Lords of Order are satisfied that she has accomplished their goals there. This has caused all manner of problems for Norelin, but she has so far persevered.

After more than two decades at the temple and in her early thirties, Norelin was teleported by the Lords of Order to a far land for her first mission and she has been traveling the globe since. Mostly she tries to stay in English speaking countries due to the fact that she only speaks Tibetan and limited English learned as a child. She quickly found out about her weakness to human pollutants and is often sick. But due to her living in the outside world for such a long period of time, she does not get nearly as sick as other Inhumans would.

Finally, Norelin tries to find sources of power to supplement her Energy Vampirism. During her sleeping hours, she is ok and does not take damage since she drains from many sources around her. During waking hours, she has to feed about as often as normal people, just to keep herself from weakening. She will often just pull power from a nearby electrical source, but she makes sure to not pull too much from one location, so that it just looks like a slightly higher temporary electrical usage.

Norelin is looking for magical artifacts such as the Book of the Vishanti, the Cloak of Levitation, and the Eye and Orb of Agamotto: both for their capabilities and since they could feed her energy forever. But, these items disappeared along with Dr. Strange years ago and are currently lost to time. Or, does the new hidden Sorcerer Supreme have them?

Note: The Lords of Order referred to here are unknown. They could be Agamotto, the All-Freeing, the Ancient One, Hoggoth, Munnopor, Nirvalon, Oshtur, the Vishanti and/or others. Or, it could be one entity.
[/sblock]
[sblock=Appearance]
Norelin is an attractive woman of apparently Caucasian descent. She appears to be in her early twenties, a result of her Inhuman genetics. She speaks broken English and can be difficult to understand at times. She has dark hair, blue eyes and is five foot nine inches tall and weighs approximately 130 pounds. She wears non-descript clothing in order to not stand out, but she always carries a handbag with her that has a costume hidden along its interior sides (the handbag itself is the costume and is hidden at the small of her back by the costume when it is worn, it also contains her normal clothing while she is in costume). Her costume hides her face and body as Providence, but has a short red wig attached to deceive people of her true appearance. Norelin is extremely intuitive and strong willed and her Inhuman physiology makes her much more capable than many of the most capable of trained humans.
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Fastlane
1.Want to add a power stunt to your powers list, and add Resistance to Mutant Detection.
2.Monstrous(MN) starting number is 75
3.I don't know how you get Monstrous(MN) Endurance?

Lightning Speed: Is always a heroes Endurance Rank +1 CS or higher and you use it instead of Agility for Agility Feats but these do not replace your stats for generating health so I propose this:

F: EX(20)
A: RM(30)
S: GD(10)
E: AM(50)
R: GD(10)
I: RM(30)
P: TY(6)

Health: 110
Karma: 46
Resources: EX(20)

Powers-
Kenetic Manipulation MN(75): Works like Lightning Speed but Fastlane may only impart this ability onto any non-living object he touches and that weighs up to 1.5 tons. Power stunts include:

* Throwing hand-held objects with MN(75) Agility (+1CS for Thrown Objects not added) for up to AM(50) damage (up to 2 areas away), limitation- Fastlane may "pull his punch" only if the object in question is non-lethal before being affected by this power.
* Accelerated Shoe-Skates EX(20) giving him a land speed of up to 75MPH (5 areas/round) limitation- Unlike Lightning Speed Fastlane must accelerate and decelerate when using this ability.
* Pushing: When Fastlane wishes to push a non-living object his Strength is considered RM(30) to see if he is strong enough to move the object.

Resistance to Mutant Detection IN(40): Self-Only- Fastlane uses his power rank to determine if any mutant decetion device is strong enough to detect his mutant signature. A power rank lower than IN(40) cannot detect Fastlane at all and a higher rank must make a FEAT roll to detect him: IN(40)=red, AM(50)=yellow, MN(75)=green, UN(100)or greater=automatic. limitation- If someone with the Mutant Detection power physicaly touches Fastlane the automaticaly know he is a mutant.

Talents-
Driving
Thrown Objects

Equipment-
Car (you describe please)
Various items in trench coat
 
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Sheng Tsung the Red Snake Sorceror

[sblock=Sheng Tsung's history]Sheng Tsung
Sheng came from a secret monastic community in the high peeks of china's mountains. He has trained all his life in the monasteries of his town, learning the the ways of Fire, giver and taker of life. By studied the movement of Fire, the elders of the town created a new martial art, Dire Flame. The users of this powerful technique could incinerate their foes in a flurry of punches, kicks, uppercuts and finally, engulfing them in real flames.
Sheng mastered the technique with ease, but it was not enough. Power-lust possessed him, and he leaved his village, searching for ancient knowledge. His grand grand father once told him about the five scrolls of arcane wisdom. The man that could gather the five scrolls would become immortal, and the most powerful man in the world. There was no best prize to gain for the young Sheng. He journey all througout china, searching for the scrolls. He had to fight his way through beasts and evil men who opposed him. One by one he found the scrolls, each unlocking a new secret of the arcane. Sheng grew confident and greedy, and cared nothing about the others: if they get on his way, they'll be eliminated without mercy. He became Sheng Tsung, the Sorceror.
In his way to secure the third scroll, in a cave deep into a rainy forest of the south of china, Sheng came across and elderly man, sitting on the entrance of the cave. Chuckling to himself, Sheng tried to push the old man aside to get into the cave. With lightning reflexes, the old man took Sheng by the wrists, and send him flying backwards, hitting the solid trunk of a big tree. Surprised and enraged, the sorceror used his Dire Flame technique against the old man, and caught him surprised. The flame burned the man badly, but he was not done yet. The two warriors fought all day long, both using their techniques and stances. Eventually, the sorceror emerged victorious over the old fighter. "... Good... Now the curse is yours." said the man, and gave Sheng. Disregarding the elder words, Sheng entered the cave, and took the scroll of Escence. But something happened when Sheng touched the scroll. His vision blurred, and he fall to the ground, unconsious. Eventually, he woke up, straged about the blackout. Disregarding, he used the scroll and absorbed it's knowledge. Using it's new found scroll, he focused and concentrated his Chi. Performing the moves of the technique, Sheng could absorb the life force of living creatures, and restore his own.
A smile crossed his face, moments before he heard something. The voice of the old man! Sheng turned quickly and run outside to see the elder man. But he was gone. The forest was gone, and a huge structure, made of wood and steel crossed that patch of forest. A railroad. Farther away, Sheng spotted grey towers, and smoke rising like a cloud over the towers. Modern cities.
"Ha ha ha, I'm into your mind, into your soul, look for me no further, you'll not find what is too close to be perceived." The old man's voice sounded inside his head. The sorceror could not believe what had happened to him.
The old man was another warrior who seek the scrolls for himself. When he found it, the scroll bound him to the cave, for centuries. As time passed, many warriors came to the cave, and he woke up from his slumber and slew them all, and absorbed their life and strengths; perhaps Sheng, possessing a scroll himself, was able to brake the enchantment. Countless souls tormented the old man every day, driving him almost crazy. Now that Sheng assassinated him, his soul trapped by the scroll and locked inside Sheng's mind. Sheng learned that the scrolls were cursed items, created by a powerful an evil sorcerer of the Ming dynasty, now deceased. The old man told Sheng that he was not the only curse Sheng was to endure. Sheng was tainted with evil, and if he died while in that state, his soul will be trapped by the scroll, forever. The old sage however had the solution: He had redeem himself, locate all five scrolls, and destroy them altogether; freeing himself, and the other souls trapped by the scroll of Essence.
Sheng got the message, and nows searchs the world for the missing scrolls. [/sblock]

[sblock=Red Snake Sorceror's Intro]

The rain has been falling heavily since midnight on Florida. The night was pitch dark, and there was no moon in the clouds covered sky. A man stands alone resting his back against a brick wall. His features were obscured by his wet black long hair, that fell over his face. But this man was not alone.
“I sense the power of the scroll nearby…” said the voice in Sheng’s head. The old warrior the Snake Sorceror had killed that day in the clouded peaks of China has ever since been speaking to him. His soul was trapped inside Sheng Tsung. ”Across the street, in that shop, quickly, it’s moving away.”
“Yes Wang Chi” replied the sorceror.
As the sorcerer was crossing the street, a woman’s scream ripped the silence of the night.
“That came from the alley back there, a woman in pain”
“Oh… Yes, indeed” Sheng replied, and kept walking towards the shop.
“Stop, go to the alley now, or it will be too late for her.”
“And why should I care? The scroll is near, I won’t lose this opportunity”
“Do I have to go over all of what I’ve explained to you? Turn back”
Sighing, Sheng turns back and heads to the alley “Yes, Wang Chi.”
In the dark alley, a pair of tall thugs have cornered a woman, and taken away her purse. She is leaning against the wall, slowly dropping to the floor, in the middle of sobs and cries.
“One more shout like that and I’ll put a hole in that pretty face of yours.” Says one of the criminals, pointing a gun at her.
The girl just manages to say “No please…”
“Come one baby, strip for us.” Says the one holding the purse.
“No please…” she repeats.
“Do it! Or I’ll paint the wall with your brains” menaces the thug with the gun, pointing it at her head.
The rain continued to fall. In the entrance of the alley, stood Sheng Tsung, the Snake Sorceror.
“The woman said no” he said. The thugs turned quickly to see his dark frame. Only his eyes glowed in a pale green color. In that moment, a lightning from the storm stroke nearby, flashing the sceene with sudden light. After the flash, Sheng was gone.
“What the hell was that?” said the gun thug, turning back to the girl. “Well, we have no time now love, so I’ll just shoot you.” Before he pulled the trigger, he heard a “CRACK” from behind. Surprised he turned, to see the sorcerer, holding his partner’s head, which was unnaturally twisted.
“What?! Leave him now!” the thief said pointing at Sheng with his gun.
“Your wish is my command” replied the sorcerer, dropping the other thug. The man fell to the ground with his neck broken, and his eyes white.
“Tommy!” the criminal said, lowering his gaze to look at his friend for a moment. “You bastard…” when the man raised his gaze again, Sheng was not there. A cold sweat drop rolled from his head to his chin.
“You’ll meet him soon.” He heard from his left side. Sheng jumped in the air, and delivered a flying kick in the nasty fellow’s head, that leaved him spinning, and tumbling backwards. The sorceror took the stance of the snake this time, and approached quicky to his prey. With his outstretched fingers, he pierced the man’s body like a snake biting it’s prey. Lifeless, the thug dropped to the ground.
In the mean time, the shocked woman couldn’t but hold her mouth with his hand, and crawl back from that terrible places, from that terrible man.
Sheng walk to her, picking up her purse. He offered it to the woman saying “Your purse my lady.” And the woman passed out.
“So much for gratitude.” Thought Sheng.
“You must take her to a hospital, she might be injured.” Wang Chi suggested
“But the scroll must be near, it couldn’t get much far away.” Sheng replied, but received no answer. “Yes Wang Chi” he finally said, picked up the woman, and walked into the night.[/sblock]

F: Amazing(50)
A: Remarkable(30)
S: Good(10)
E: Remarkable(30)
R: Good(10)
I: Excellent(20)
P: Incredible(40)

Health: 120
Karma: 70

40 Drain
30 Fire Gen
20 Extra Attacks
20 Energy touch
10 Invisibility

[sblock=Powers]Health-Drain Touch: The touch of a character
with this Power transfers a Power rank
amount of Health from the target to the hero.
Previous damage is healed in an equal
amount, up to the maximum Health of the
character. Drained Health above that point is
lost. Characters drained to 0 Health must
make an Endurance FEAT to avoid dying. if
they do so, the attack has no further effect.
Reversing this process, directing one's own
Health into others, is a Power Stunt.

Fire Generation: The hero with this Power
may project flame with Power rank range
and damage, using Agility to hit. Damage is
taken on the Energy table. Like ice
generation, creation of large amounts of
flame may damage the surrounding area in
a fashion that leads to loss of Karma. The
hero may choose to inflict less damage
with his flame, or have a lesser effect than
rolled on the Universal table. The hero
begins play with the ability to use flame as
a missile weapon (fire balls or a jet of fire),
plus one Power Stunt. Other stunts may be
developed.
• Create a flaming shield. This wall of
fire surrounds up to one area. Anyone
passing through it takes Power rank
damage from fire. This may be used
defensively or to restrain criminals who
are not wild about getting singed.
• Body transformation into fire at - 2CS.
This body transformation grants Body
Armor at the lower rank, as well as
Flight at that rank.
• Create flaming images at Power rank -
1CS. These images include duplicates
of the flaming form, as well as firewriting
in the sky.
• Control other forms of fire at - 2CS.
• Absorb fire and heat at Power rank
level and range (example for absorbing
cold).
• Project heat at Power rank -1CS. The
heat projected causes discomfort and
a -1CS on all FEATs in the area of
effect.

Extra Attacks: This Power is always +1CS
better than the starting Fighting ability. Use
this Power instead of Fighting to make
multiple attacks. There is no penalty for
failing with this roll, but the individual may
make only one effective attack in that round.

Invisibility: The hero with this Power can
make his body invisible to normal sight.
This Power does not negate location by
other senses, or nor does it initially negate
location by heat or ultraviolet sources. The
hero still has mass and substance (coating
the hero with dust or paint reveals the true
form, as does fog or rain). The hero may
remain invisible as long as desired, and the
Power rank has no effect on whether the
hero becomes invisible under normal
circumstances.

Energy Touch: The hero with this Power
may inflict damage and effects from the
Energy column of the Battle Effects table,
with a Bullseye regarded as a possible
Stun. The hero may always choose to inflict
less damage than is rolled, or to reduce the
effects of the damage. The touch can be
carried through conductive material, and
may affect multiple targets in this fashion. If
the hero is standing on a steel girder facing
off three goons from HYDRA, and uses the
Energy Touch on the girder (a conductive
material), all three get shocked. The hero
with this Power gains Resistance to
Electricity as a Bonus Power.
[/sblock]

[sblock=Talents]Oriental Weapons: This a special category
that grants the character a +1CS to
Fighting or Agility when using the following
weapons: Shuriken, crossbows, sais (treat
as swords), and oriental swords and
daggers (including the katana and the kris).

Martial Arts D: This meditative form of
martial arts searches out the weak spots of
the opponent's defenses and strikes against
them. The practitioner of this form of attack
may ignore the effects of Body Armor
(though not force fields) for determining
Stun and Slam results. The attack by the
character with this Talent does not have to
inflict damage to force a check for possible
Stun and Slam. The disadvantage is that
the target of this attack must be studied for
two rounds before the effects may be
brought into play. The character with this
Talent does not have to attack the
character, only watch him in battle for two
rounds previous to attacking.


Occult Lore: The character with this Talent
has a knowledge of magical societies,
antiquities, runes, and a general
understanding of forgotten lore. The
character gains a +1CS to Reason FEATs
involving items of a magical nature.

Mystic Background: In the Marvel Universe,
all humankind has the potential for
developing magical Powers. This "Talent"
shows that the character has some
background with magical forces. Heroes
may have derived their powers from these
forces if they choose this Talent. A
character with this Talent may have Magical
Powers, with the approval of the Judge. If
the Judge allows magical player
characters, then any of the initial Powers
created may be spells, and should be
noted as deriving from Personal, Universal,
or Dimensional energies.[/sblock]
 
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VV.

You only have one Fire Generation power (you get both the normal power and the stunt when you purchase it). I was talking about balance, not actual values. You had 5 powers: Health-Drain Touch, Fire Generation, Extra Attacks, Invisibility, and possibly Energy Touch.

These powers should be multiples of 10, not 5. So if you do drop Energy Touch, that gives you something like:

40 Drain
30 Fire Gen power (and stunt)
30 Extra Attacks
20 Invisibility

Of course, you can keep Energy Touch and/or arrange the numbers however you wish.
 


Solaire
aka Apolinar Julio Richtor
[sblock=Statistics]F – RM (30)
A – IN (40)
S – GD (10)
E – EX (20)
R – IN (40)
I – RM (30)
P – EX (20)

Health: 100
Karma: 90
Resources: Feeble
Popularity: 0
Talents: First Aid, Languages (Latin, Spanish, English), Martial Arts B
Contacts: Dr. Cecilia Reyes, X-Force, Alexander “Alex” Summers aka Havok[/sblock][sblock=Powers]Resistance to Mental Attacks (Incredible): Any mental-related attacks that affect the Psyche from psionic (but not magical) sources must overcome Remarkable ability as opposed to Solaire’s Psyche.
Energy Generation (Incredible): Solaire can fire bolts of force that inflict Force-type damage. The bolts hit for Incredible damage up to 5 areas away and use Agility to determine if they hit the target. Solaire may choose to inflict less damage than determined, whether in amount of Health test, or effects of the attack. (He may "pull his punch.") See Limitations.
Energy Detection (Incredible): Solaire is able to identify solar radiation and track photonic energy trails. He can identify the general "type" of energy (particles, x-rays, light, exhaust of a nuclear engine, etc.) with Incredible ability and can track the energy trail of photons with Incredible ability per hour. Faint trails or common types of energy with confusing patterns may require yellow or red FEATs at the Judge's option.
Solar Regeneration (Remarkable): Solaire heals faster than the normal rate of Endurance Rank per day. He recovers the Remarkable rate every 10 minutes he is in the sunshine, providing he does not take additional damage in that time and is able to rest. Solaire cannot engage in any other actions while resting and regenerating. If that rest is interrupted (14 ninja of the Hand rush in on turn 9 of his rest), Solaire must start again to recover. In darkness, inside buildings, and in other similar situations, the character heals normally.[/sblock][sblock=Limitations] Whenever Solaire is in full daylight, he gains a +2CS with his Energy Generation blast. At night, his Energy Generation is penalized with a -2CS unless he is bombarded with artificial sunlight in which case this power works normally (without the +2CS).[/sblock][sblock=Background]Solaire's father was Julio Esteban "Ric" Richtor aka the mutant Rictor. Solaire's mother is unknown, but is suspected to be a mutant with minor psychic powers (which explains Solaire's resistance to psionics). Rictor was a freedom fighter for mutants from the very beginning, refusing to submit to the MRA. He and a rogue faction from X-Factor were responsible for numerous acts of so-called "terrorism" throughout the United States and Mexico.

Apolinar was abandoned on the steps of a small parochial monastery in Baja California when he was only an infant. The monks had nothing but a name for the young boy and a letter written by his father, but they took him in and raised him in the ways of the Jesuits. Several months after Apolinar was left on the steps of the monastery, Rictor and several of his allies were killed in a valiant assault on a mutant concentration camp as they tried to free several of their captive comrades. It is unknown whether Apolinar's mother was involved in the attack, but rumor has it she is still alive whether she took part in the attack or not.

Apolinar's residence at the monastery was kept secret, as the Mexican monks suspected the boy's mutant heritage would cause trouble. Their fears were confirmed when, at the age of 15, he spontaneously burst forth a blinding beam of light and concussive force into an adjacent building causing irreparable damage. No one was hurt, and the monks forgave him the incident, knowing it was not his fault. But Apolinar saw himself as a freak and a monster. He fled the monastery, hoping to hide himself away. But he was no survivalist, and soon he sought shelter in a city where he was reduced to begging. In was only a matter of time before the hot sun brought out his uncontrollable powers again. This time there would be consequences. Federales attempted to seize him, but he used his powers to escape.

While he hid from the Federales, he was approached by en elder mutant who was also in hiding. Her name was Cecilia Reyes, a Puerto Rican doctor who had been forced to flee from her native island home after the passing of the MRA. Because of her talent with medicine, she was able to bribe the local corrupt Mexican officials to stay away from her and kept a number of mutants safely under her roof.

Dr. Reyes was kind to Apolinar, took him under her wing, taught him English and basic medical skills (equivalent to an EMT), and even told him stories she had heard about his father. The more he learned about his father, the more he wanted to join in the mutant rebellion and turn back the tide against mutants. He wanted the MRA ended, one way or another. So around the time he turned 19, he left a note for Dr. Reyes thanking her for all her help, and quietly slipped out into the night to slink across the US/Mexico border to find his destiny.[/sblock][sblock=Appearance]Solaire is a fairly attractive young adult of apparently Hispanic descent. He is actually half-Caucasian, but you wouldn't be able to tell from looking at him. He usually wears his black hair cut short. His outfit is typically black jeans with an ochre t-shirt depicting a red wavy sunburst. He often wears a leather jacket over the ensemble to allow him to hold things in his pockets like wire cutters, first-aid equipment, and so forth.[/sblock][sblock=Contacts]Dr. Reyes is a medical contact, even though she is in Baja California. Havok is a local contact, one of the few mutants who is still around. I figure he's been kind of showing Solaire the ropes as far as survival goes. And the X-Force is a group that Solaire has made contact with and attempted to join. I imagine they didn't let him in because they saw him as something of a liability with his powers being weakened at night (when they like to do most of their "terrorist" activities). Still, he probably helps them when he can so he is in their favor.[/sblock]
 
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