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Madame Marvelous (PL12 NPC, Tier 1)


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"I am the hand of God! I am the Tiger-Force at the heart of all things! And I am in need of a clean pair of shorts!"

Character Name: Madame Marvelous

Power Level: 12 (184PP)

Trade-Offs: +2 Attack / -2 Damage

In Brief: Fallen celebrity whose desire for attention has led to a philosophy of depravity and a penchant for spectacle.

Alternate Identities: Angela Milan

Identity: Public ("Angela Milan is dead! Angela Milan is something I fed to my dog and made into a birdhouse! I am Madame Marvelous!")

Birthplace: Carson City, Nevada

Occupation: Actress-turned-professional sh** disturber

Affiliations: The Labyrinth (connection unknown to her)

Family: Jennifer Milan (mother, talent agent), Robert Milan (father, manager), Vincent Milan (brother, aspiring actor), Mary Milan (sister, bartender)

Age: 25 (DoB: August 12, 1985)

Apparent Age: 25

Gender: Female

Ethnicity: Caucasian

Height: 5'10"

Weight: 110 lbs.

Eyes: Blue/Green

Hair: Brown

Description: At the very core of her many disguises is the Hollywood-brand pretty that once was Angela Milan. She hates it -- not enough to maim, but enough to distract from it with outrageous disguises. She may pull off a heist in Kansas City wearing a cheerleader's outfit and a bright pink Mohawk, hold a restaurant hostage in Orlando while dressed in fatigues, high heels, and a beekeeper's hat, or line Chesapeake Bay with "aesthetically-pleasing" explosives while clad in riding breeches and a sports bra, bearing fake acid scars on her cheeks.

Power Descriptions:

  • Enhanced Charisma: Madame Marvelous's unnatural force of will manifests itself through a strange shine in the eyes, a rush of pheromones, or an unnatural timbre in her voice -- or a combination of the three.

    Paralyze: Through the right series of words and inflections, Madame is able to stun a person to the point where they can do nothing but watch her.

History: Angela Milan used to be normal. Don't ever remind her of it. Don't ever remind her of the talent scout picking her out for a local clothing retailer in Carson City when she was 5. Don't ever remind her of how her mother uprooted the family to Hollywood so Angela could try to become a child star. Don't ever remind her of on-the-lot tutors, late night rehearsals with the family members, and the eventual breakthrough.

After years of slaving herself to a dream she now swears was her parents', Angela finally broke through into a suite of teen rom-coms -- some with bite, others with fluff. As her star rose and the money flowed in, her mother put more pressure on her, while her father's attentions got perhaps a bit too fawning. Desperate for legitimacy, she took on a few dramatic roles, not even stopping to read the scripts. The films were hideous bombs, both commercially and critically, and her star sunk a few notches.

She retreated into booze, drugs, and the occasional petty theft, finding comfort where she could. It was during her first attempted rehab stint that she stumbled upon the works of Jean Genet, and the idea that crime had a sort of beauty. The idea turned over in her head as she attempted to make a comeback, and blossomed when she drove her Mercedes right into one of the cages of the Old LA Zoo at Griffith Park and did a dance on the wreck as the paparazzi showed up. She quickly made all the major media sites, and it only continued from there.

After a string of broken contracts, misdemeanors bordering on felonies, and strange and extremely tawdry love affairs, Angela met a man at a party in the Hills who shared her appreciation for the works of Genet. He offered to take her on a weekend trip to Joshua Tree so they could "get away from the chains" and free themselves. She agreed, not knowing that he was an agent of the Labyrinth. The weekend was a blur to her -- a wild weekend of drugs, booze, sex, and strange rituals in the bungalow that was stationed right over a secret lab -- but she emerged from the DNAscent process radiantly beautiful, frighteningly charismatic, and mad as pants.

She first made her name as Madame Marvelous by setting her mansion on fire, driving down Hollywood Boulevard -- on the sidewalk -- in a hijacked SWAT van, and holding the Griffith Park Observatory hostage with a suitcase nuke (which, when opened, turned out to be a dead mackerel bathed in barium). The heroine Scheherazade managed to bring her in, but she broke from prison within the week by seducing a guard and stealing his keycards. After leading the prison in an improvised musical number, she fled into the night, ready to begin a career of ever-mounting stunts and debacles.

Personality & Motivation: Madame Marvelous is grandiose, brash, and completely crazed. She doesn't even care if her heists or capers are successful, as long as they get attention. She's just as likely to rob a bank, hold a high school hostage with a rocket launcher, or set every Starbase in a city on fire. Despite her apparent madness, each "show" is somewhat carefully planned; she uses local talent, ranging from common criminals to fringe types to domestic terrorists, to back herself up. She'll usually "improvise" somewhere along the way, though, often without telling her backup.

There's still some gaping hole at the heart of Madame Marvelous, however -- the pain of feeling unappreciated and loved only for who you are at the moment. She drives this pain down by doing whatever she can for attention and making the grandest spectacle of herself possible. There also lies the question of why the Labyrinth was so willing to subject a maniacal movie star to a process that only made her more unhinged -- is it possible that they're using Madame Marvelous as a flashy target to distract heroes from more subtle schemes?

Powers & Tactics: Madame Marvelous will usually act behind-the-scenes, sending flunkies to do her dirty work in the preliminary phases of her plans. Once she takes the stage, however, she'll likely want to be the center of attention, but not stick around long enough to get punched in the face. She'll dance around her minions and keep her distance from others, using her charms to keep her opponents distracted long enough to land a blow.


Abilities: 4 + 6 + 4 + 4 + 4 + 8 = 30PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 34/18 (+12/+4)

Combat: 16 + 12 = 28PP

Initiative: +7

Attack: +8 Melee, +14 Ranged

Grapple: +10

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -6, -3 Flat-Footed, -4 Unarmored, -1 Flat-Footed + Unarmored

Saving Throws: 6 + 7 + 11 = 24PP

Toughness: +12 (+2 Con, +6 Defensive Roll, +4 Ballistic Vest), +6 Flat-Footed

Fortitude: +8 (+2 Con, +6)

Reflex: +10 (+3 Dex, +7)

Will: +13 (+2 Wis, +11)

Skills: 132R = 33PP

Acrobatics 10 (+13)

Bluff 8 (+20/+12)

Concentration 6 (+8)

Craft (Chemical) 8 (+10)

Diplomacy 8 (+20/+12)

Disable Device 10 (+13)

Disguise 8 (+20/+12)

Escape Artist 12 (+15)

Gather Information 8 (+20/+12)

Intimidate 8 (+20/+12)

Knowledge (Current Events) 4 (+6)

Knowledge (Pop Culture) 6 (+8)

Notice 6 (+8)

Perform (Acting) 8 (+20/+12)

Search 6 (+8)

Sense Motive 8 (+10)

Stealth 8 (+11)

Feats: 47PP

Accurate Attack

All-Out Attack

Attack Focus (Ranged) 6

Benefit (Wealth 1)

Contacts

Defensive Attack

Defensive Roll 3

Distract 2 (Bluff, Intimidate)

Dodge Focus 6

Elusive Target

Equipment 8 (40EP)

Fascinate (Bluff)

Fearless

Improved Defense

Improved Initiative

Minions 7 (10 Gang Leaders, M&M pg. 227)

Move-By Action

Quick Change 2

Redirect

Uncanny Dodge (Visual)

Ballistic Vest [4EP]

Cell Phone [1EP]

35EP to shift around between encounters

Powers: 17 + 5 = 22PP

Enhanced Charisma 16 (Feats: Alternate Power) [17PP]

  • Alternate Power: Paralyze 8 (Extras: Range [Ranged], Flaws: Action [Full]) [16PP]

Immunity 5 (Interaction Skills) [5PP]

DC Block:

ATTACK           RANGE     SAVE                        EFFECT

Unarmed          Touch     DC17 Toughness (Staged)     Damage (Physical)

Assault Rifle    Ranged    DC20 Toughness (Staged)     Damage (Physical)

Rocket Launcher  Ranged    DC25 Toughness (Staged)     Damage (Physical)

Stun Gun         Melee     DC17 Fortitude (Staged)     Dazed/Stunned/Unconscious       

Paralyze         Ranged    DC18 Will (Staged)          Slowed/Paralyzed

Abilities (30) + Combat (28) + Saving Throws (24) + Skills (33) + Feats (47) + Powers (22) - Drawbacks (0) = 184 Power Points

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