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Supercapes Supporting Cast.


Supercape

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This thread is going to be home for all the minor NPC's that have appeared (and have a chance of appearing again) in my GM threads. Several have already appeared in more than one.

As these characters have often interacted on a personal level with some players characters, they are generally up for free use by anybody (although primarily they are for me and the people who have met them, anybody is free to use them - but I suggest familiarising yourself with there personality in the threads first!)

Unlike other build threads, these are not templates for use as possible characters. They are "supporting cast". Whilst a few might be possible bosses, they have to date mainly been used as people with whom characters interact with (either positively or negatively).

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'M':

"Greetings and salutations!"

Power Level:5 (84PP)

Trade-Offs: None

Appearance:...M was a tall man, but rotund too. His hair was thinning but he had a certain dignity about him and was far from old. He looked perhaps late 40s., maybe 50... (Earth Victoriana: Yanks in Tanks)

Abilities: 0 + 0 + 0 + 10 + 8 + 6 = 24PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 18 (+4)

Charisma: 16 (+3)

Combat: 12 + 12 = 24PP

Initiative: +0

Attack: +6

Grapple: +6

Defense: +6, +3 Flat-Footed

Knockback: -0

Saving Throws: 3 + 3 + 6 = 12PP

Toughness: +0

Fortitude: +3 (+0 Con, +3)

Reflex: +3 (+0 Dex, +3)

Will: +10 (+4 Wis, +6)

Skills: 0R = 0PP

Bluff 7(+10)

Diplomacy 12(+15)

Gather Information 7(+10)

Intimidate 7(+10)

Investigate 7(+10)

Knowledge [civics] +5 (+10)

Knowledge [current affairs] 10 (+15)

Knowledge [tactics] 5 (+10)

Languages English [native], French, Greek, Latin, Spanish

Notice 6 (+10)

Search 6 (+10)

Sense Motive 11 (+15)

Feats: 3PP

Contacts

Second Chance [sense Motive]

Well Informed

NB: Does not include the vast resources he has as head of the Ministry for Extraordinary Affairs. He would probably still have Wealth 2 as personal fortune even if stripped of this role.

Notes:

'M' is the head of the ministry of extraordinary affairs - the British Government's (Earth Victoriana) division for managing the spectacularly weird, dangerous, or odd. Several heroes have helped out this dimension, defusing dangerous situations that are beyond the call of that dimension. And hence, several of them have interacted with M.

M behaves as your classical upper class Englishman, albeit one who is a genius spymaster. He is of course partly a testament to the 'M' of James Bond, but perhaps more so to Mycroft Holmes. If anyone managed to get hold of his background (an extremely difficult feat) they would find a history of Naval duty and also a career in diplomacy and practical espionage.

Appearances:

Ambassador Steam

Earth Victoriana: Deliver us from Evil

Earth Victoriana: Music Hall Mystery

Earth Victoriana: Steaming up the Thames!

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Ms. Henrietta Wells:

"Miss Henrietta Wells. You are delighted to make my acquaintance, I am sure."

Power Level:7 (97PP)

Trade-Offs: None

Stitting at the wheel (and various levers and dials) was a pretty lady wearing a full length dress and corset, with reading spectacles atop her nose, her hair in a tight bun, and what appeared to be a Chinese perambulator tucked under one arm. A few patches of soot did little to dispel her class and elegance. (Earth Victoriana: the Brit Machine)

Abilities: 0 + 0 + 0 + 10 + 8 + 6 = 24PP

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 10 (+0)

Intelligence: 22 (+6)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Combat: 4 + 8 = 12PP

Initiative: +1

Attack: +2

Grapple: +1

Defense: +4, +2 Flat-Footed

Knockback: -0

Saving Throws: 2 + 4 + 6 = 12PP

Toughness: +0

Fortitude: +2 (+0 Con, +2)

Reflex: +5 (+1 Dex, +4)

Will: +8 (+2 Wis, +6)

Skills: 88R = 22PP

Craft [Chemical] 8 (+14)

Craft [Electronic] 4 )+10)

Craft [Mechanical] 12 (+18)

Craft [structural] 8 (+14)

Diplomacy 8 (+11)

Disable Device 8 (+14)

Drive 2 (+3)

Knowledge [Earth Sciences] 2 (+8)

Knowledge [Life Sciences] 2 (+8)

Knowledge [Physical Sciences] 12 (+18)

Knowledge [Technology] 12 (+18)

Languages English [Native], French, German, Greek, Latin

Notice 4 [+6]

Pilot 2 [+3]

Feats: 5PP

Equipment 1

Inventor

Second Chance 2 [Craft (Mechanical), Knowledge (Technology)]

Skill Mastery 1 [Craft (Mechanical), Disable Device, Knowledge (Physical Sciences and Technology)]

Flash Goggles [1 EP]

Masterwork Disable Device Tools [1 EP]

Masterwork Mechanical Tools [1 EP]

Masterwork Structural Tools [1 EP]

Multi-Tool [1 EP]

Powers: 0 + 0 + 0 = 0PP

Gadgets 4 (Easy to lose; 20 PP) “Steam powered gizmo†[24 PP]

Notes:

Ms Henrietta Getrude Wells (H.G. Wells) is the inventor of the Brit Machine, a steam powered trans-dimensional device, and the lady who first opened up contact between Earth Victoriana and Earth Prime. She is a member of the Royal Society for Metaphysical Engineering - as a woman, she has struggled to gain respect (although she has by now), despite being the (or at least one of the) greatest minds on earth.

She comes across as a robust Englishwoman, polite, reserved, demure at times, but steely when needed. And of course she is fiercely intelligent. She is not above subtle wordplay to manipulate people if needed.

Her "Gizmotron" is a copper and brass, steam powered tri-corder expy. Arguably, it could only be used by people of sufficient INT or skill, and/or familiar with the strange technology of Earth Victoriana.

Appearances

Earth Victoriana: Murder on the Victorian Express

Earth Victoriana: The Brit Machine

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Madam Redpowder :

“I'm sorry if this is rude and all but I'm just wondering what your first name was?â€

“My first name is Madam. My last name is Redpowder.†(Young Britannia and Madam Redpowder, Earth Victoriana: Music Hall Mystery)

Power Level:8 (Combat 0) (39PP)

Trade-Offs: None

The elderly lady was stiff and haughty, but knew her business. She was dressed elegantly, and busy organising the vast array of costumes and disguises in her section.

"Aha, ah what have we here?" she spoke, a little hoarse of throat from years of smoking, but with excellent elocution and an air of authority. It would be a good guess to say she was an aristocrat, but in the world of espionage, who could say for sure? Earth Victoriana: Music Hall Mystery

Abilities: -1 + 2 + -1 + 4 + 4 + 4 = 10PP

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 8 (-1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 0 + 0 = 0PP

Initiative: +1

Attack: 0

Grapple: -1

Defense: +0

Knockback: -1

Saving Throws: 1 + 0 + 6 = 7PP

Toughness: +0

Fortitude: 0 (-1 Con, +1)

Reflex: +1 (+1 Dex)

Will: +8 (+2 Wis, +6)

Skills: 60R = 15PP

Bluff 3 (+5)

Disguise 13 (+15)

Intimidate 8 (+10)

Knowledge [behavioural Sciences] 3 (+5)

Knowledge [Current Events] 3 (+5)

Knowledge [popular Culture] 3 (+5)

Language English [Native], French, German, Spanish

Notice 8 (+10)

Perform [Acting] 8 (+10)

Sense Motive 8 (+10)

Feats: 5PP

Distract (Intimidate)

Equipment 1

Fascinate (Intimidate)

Second Chance (Disguise)

Teamwork 3

Masterwork Disguise Kit (1 EP)

Notes

Madam Redpowder (first name unknown) is the mistress of disguise for M’s division. She does no actual espionage herself, but acts as a ‘Q’ figure in the realm of providing disguises and make up services for anyone going undercover.

She acts like an austere strict schoolmistress, or ballet teacher, but is always professional. About the only person she deems worthy of respect is M himself. She will reveal nothing about her past (although in reality she was an actress in another life).

As with M, she would have access to considerable resources, and would be able to provide nearly any costume at the drop of a hat.

Appearances

Earth Victoriana: Music Hall Mystery

Earth Victoriana: Steaming up the Thames!

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  • 3 months later...

Skull Face

"My ears are long and my words will be heard. You cant escape your past!" (Skull Face to Wave Eye, Under the Bridge

Character Name: Skull Face

Power Level: 8 (136 PP)

Trade-Offs: +4 Toughness, -4 Defence

In Brief: Ancient undead, slain during Wave-Eyes dark past. Now a disembodied, silver tounged skull!

Alternate Identity: Acalan

Identity: Public

Birthplace: Ancient America's

Occupation: Previously, fisherman.

Affiliations: Anyone who listens to him (particularly the undead, and those slain in battle).

Family: None alive.

Description:

Age: 12,000 (aprox)

Apparent Age: Who can tell?

Gender: Male

Ethnicity: Was indigenous American.

Height: 10 inches.

Weight: 1 Kg

Eyes: Black sockets

Hair: None

Power Descriptions:

Skull Face has no visible powers, his strength comes entirely from his speech skills and communication powers. He is able to use the ritualist feat by chanting, which may have more esoteric effects.

History:

Acalan was a simple fisherman ages ago, with a wife and a family. When his family and tribe were slaughtered in an ancient war, he took up arms only to be mown down in battle. The war was the one in which Wave-Eye fought, at that time a bloody mercenary of great infamy. Acalan did not die, his will and spite, and the magics of the battles somehow combining to keep his skull intact, and his spirit inside it.

Thousands of years of such an existence has not done anything for his sanity and desire for revenge. And yet he has learned the art of manipulation well. He became a master of cajoling, threats, and lies, and listened to all the creatures (alive and dead) of the sea.

Personality & Motivation:

Skull Face desires revenge upon Wave-Eye more than anything, although he would dearly like to strike a blow at all the undersea empires, from Atlantis to the Deep Ones. He hates bloodshed and violence, and would inflict bloody revenge on warmongers in a insane act of self defeating logic. He is somewhat mad from his endless existence, but his skill in deception is beyond par. He actually enjoys manipulating people.

Powers & Tactics:

Skull Face has no offensive powers at all. He can use nasty intimidates, but his real skill comes first in recruiting servants by manipulation, and secondly by putting people against each other, and manipulation.

Abilities: -10 + -10 + -10 + 8 + 4 + 14 = -4PP

Strength: -

Dexterity: -

Constitution: -

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 24 (+7)

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0 Melee, +0 Ranged

Grapple: +0

Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Knockback: -0

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: +12 (+12 Protection)

Fortitude: Immune

Reflex: --

Will: +5 (+2 Wis, +3) +13 vs Mental (+8 Impervious mental).

Skills: 80R = 20PP

Bluff 13 (+20)

Diplomacy 13 (+20)

Intimidate 13 (+20)

Knowledge (Arcane) 6 (+10)

Knowledge (History) 6 (+10)

Notice 8 (+10)

Perform (Singing) 8 (+15)

Sense Motive 13 (+15)

Feats: 15PP

Distract (Bluff)

Fascinate (Bluff)

Fearsome Presence 8

Ritualist

Second Chance 3 (Bluff, Intimidate, Diplomacy)

Taunt

Powers: 0 + 0 + 0 = 0PP

Communication 9 ('Anywhere on Earth', mental Extras: Omni-Directional, Sensory LinkFlaws: Only undead Feats: Selective) [19PP] (Speak to the Deads)

Communication 3 (Ventriliquism, 1 Mile Feats: Subtle 2) [6PP]

Comprehend 11 (Speak to and Understand Languages, Plants, Animals, Spirits, Objects. Read all Languages ) [22PP]

Immunity 30 (Fortitude saves) [30PP]

Feature 1 (Vocal Mimicry, +10 to related bluff check) [1PP]

Mind Shield 8 [8PP]

Protection 12 [12PP]

Super Senses 4 (Darkvision, Extended 2 on Hearing) [4PP]

Totals: Abilities (-4) + Combat (0) + Saving Throws (3) + Skills (20) + Feats (15) + Powers (102) - Drawbacks (0) = 136/136

Notes:

Skull Face was an experiment with a nemesis who has absolutely no attack powers whatsoever. He ended up causing no end of trouble for Wave-Eye, goading and diverting the hero through all sorts of trials whilst maintaining complete innocence throughout. The reveal was a perfect surprise.

Although Skull Face is primarily a nemesis for Wave-Eye, he could be used to create all sorts of problems for other characters, maybe even pitting themselves against each other. He could agitate for Atlantean political strife. He is by no means limited to the sea, either. He might also pop up in the context of other necromantic villains or heroes.

He is also not inherently evil, just maddened and grieved by the past. He could even be an ally of sorts, a font of information, although his wicked tounge would always try to manipulate the end to his goals.

Appearances

Under the Bridge

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Gremlin

"But this is a good game, is it not? Fear not, my master...I have no intention of letting you die... Just destroying everything you ever built or loved!" Nightmare at 200,000 feet!

Character Name: Gremlin

Power Level: 8 (248PP)

Trade-Offs: +4 Attack, -4 Damage. +4 Defence, -4 Toughness

In Brief: Machine-destroying creation of Doktor Archeville, unconsciously created to stop him!

Description:

Age: ?

Gender: None

Height: Just under two foot.

Weight: 25 Kgs

Eyes: Grey

Hair: None

The thing was no more than two feet high, looking like a warped imp, or gnome...or...Gremlin...

Gremlin looks like a grey-brown creature from myth, a nasty little imp or faerie folk. Of course, this is not his nature at all, but just how he looks. He can flatten himself somewhat, and his form is rather malleable, but he always retains very similar features.

Power Descriptions:

Gremlins powers come from a highly powerful EMP blast he projects, technically from his eyes, but without obvious signs. His other powers come from his physical form and are self explanatory.

History:

The details of Gremlin’s past are unknown. He has revealed that he was created by Doktor Archeville, presumably at the height of the super-scientists madness and split personalities, as a “fail-safeâ€, designed to stop the hero doing something terrible like create a doomsday weapon.

Personality & Motivation:

Gremlin has taken his job a little too seriously, perhaps because of the unconscious fear and hate Dok harboured for himself during the worst periods of his madness. Hence, Gremlin actively tries to destroy almost anything of Archeville’s, and revels in the humiliation it causes.

However, even the fail-safe has a fail-safe. Gremlin is programmed never to directly kill (he can injure, and imperil due to his actions, but not actively kill), and…worse still…he cannot ever attack Doktor Archeville (in fact, he is programmed to save him if required).

In addition, as he was a creation of Doktor sowing the seeds of his own demise, Gremlin is cursed with the same flaw. He will always do something unconsciously to scuttle his plans.

Powers & Tactics:

Although Gremlin can fight (at PL 8) that is not his style. He is a hit and run character, who slowly picks off all forms of technology, choosing his moment at all times.

Complications:

See notes above: He cannot directly kill other humans, and cannot even attack Doktor Archeville (he will save him!). Also, he will sabotage his own plans.

Abilities: 4 + 16 -10 + 10 + 0 + 6 = 26PP

Strength: 14 (+2)

Dexterity: 26 (+8)

Constitution: - (+0)

Intelligence: 20 (+10)

Wisdom: 10 (+0)

Charisma: 16 (+3)

Combat: 4 + 20 = 24PP

Initiative: +8

Attack: +4 (+2 Base, +2 Size Bonus), +12 Claws

Grapple: -4

Defense: +12 (+10 Base, +2 Size), +6 Flat-Footed

Knockback: -0

Saving Throws: 0 +4 + 8 = 0PP

Toughness: +4 (+4 Protection)

Fortitude: Immune

Reflex: +12 (+8 Dex, +4)

Will: +8 (+0 Wis, +8)

Skills: 56R = 14PP

Acrobatics 7 (+15)

Bluff 7 (+10)

Disable Device 10 (+15)

Intimidate 6 (+5 Including Size modifier)

Notice 8 (+10)

Search 5 (+10)

Sleight of Hand 7 (+15)

Stealth 4 (+20 Including Size Modifier)

Feats: 12PP

Defensive Attack

Elusive Target

Evasion 2

Hide in Plain Sight

Improved Sunder

Improvised Tools

Jack-of-All-Trades

Second Chance 3 (Disable Device, Bluff, Stealth)

Taunt

Powers: 6 + 4 + 30 + 10 + 6 + 52 + 4 + 6 + 10 + 8 + 2 + 10 + 12

Comprehend 3 (Understand, Speak, and Read all Languages ) [6PP] (Universal Translator Software)

Concealment 2 (All Radio Senses Flaws: Permanent ) [4PP] (Made of Stealth Materials)

Immunity 30 (Fortitude Saves ) [30PP]

Immunity 20 (All Technological Flaws:Limited to half effect ) [10PP] (EMP Antibodies, Specialised Materials)

Insubstantial 1 (Extras:Continuousb]) [6PP] (Nanite body)

EMP Vision Array(51 PP ArrayFeats[/]:Alternate Power 1 ) [52PP]

Nullify : Nullify 8 (All technology; Extras: Duration 3 (Continuous), Rane 1 (Perception) Feats: Insidious, Subtle 2 ) [51 PP]

Destroy : Disintegration 8 (Extras: Affects Objects (Only) +0, Range (Perception) Flaws: Damage Component limited to inanimate objectsFeats: Insidious, Subtle 2) [49 PP]

Protection 4 [4PP]

Regeneration 6 ( +5 Recovery Bonus, Resurrection (1 Week)) [6 XP] (Self-Repair)

Shrinking 8 (-2 Size Categories Flaws:Permanent FeatsNormal Toughness, Normal Strength) [10 XP]

Strike 2 ( Feats: Accurate 4, Improved Critical 1, Mighty) [8PP] (Claws)

Speed 2 ( 25mph ) [2PP]

Super-Movement 5 (Slithering, Slow Fall, Trackless, Wall Crawling 2 ) [10XPP]

Super Senses 11 (Accurate Hearing, Darkvision, Detect technology (Smell), Accurate, Acute, Extended 1 on Detect Feats: Uncanny Dodge (Hearing)) [12PP]

Totals: Abilities (26) + Combat (24) + Saving Throws (12) + Skills (14) + Feats (12) + Powers (160) - Drawbacks (0) =248 Power Points

Notes

Gremlin came out of a careful discussion with Dok for this thread. It is designed to be something of a nemesis but more of an irritation / complication than a combat monster (after all it is programmed to protect Dok!). It succeeded in causing havoc in that thread!

Appearances

Nightmare at 200,000 feet!

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