Madder Owain, the Red Scarf

Aztec jaguar warrior, tlahuahuanque of the rit...

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Madder Owain was a perfectly normal, mild-mannered Fed-Ex employee – until he tried to sort out a damaged and mis-addressed package and inadvertently became the host for one of Demon’s experimental supernatural weapons – a vaporous liquid mist of darkness which has infused his body and which he’s since dubbed “The Dark Imbuement”.

While he was as yet unaware of his new powers, he received something of a crash course in their nature when Yukikaze (“Snow Wind”, a mystic ninja) – was blasted through the wall of the Fed-Ex building and landed at his feet, hotly pursued by the Three Storms of the Underworld.

He’d been rather wishing that he could disappear rather than having to deal with any more nonsense that day – and promptly fell into a role as a spinner of minor illusions who could. That fooled the Three Storms for long enough for Yukikaze to transport them both to Annwn, the Celtic Twilight Realm.

That led to a whirlwind trip through several of the magical Hundred Worlds, an encounter with Isacora (Ranko’s young were-jaguar son), the belief that he’d become a Were-Jaguar (which the Dark Imbuement promptly made “real”), an extended training session with the Jaguar-Warrior minions of Isacora’s father Huitzilopochtli (which resulted in a portion of the as-yet unfocused power of the Dark Imbuement giving Owain some permanent cat-powers), some dealings with Gingitsune Makaze – the only truly powerful sorcerer Yukikaze knew of in Japan – and his adoption of a daughter to transfer the (presumed) were-jaguar spirit into (an action which – with his newly-strengthened dark impulses – seemed reasonable to him at the time).

In fact, Gingitsune – a mercenary at best – recognized that Owain had not, in fact, truly become a were-jaguar – but was more than willing to bind a child-offering to Isacora; it wouldn’t hurt the kid – in fact, it would give her were-jaguar powers – and it was always good to have an “in” with one of the local demigodlings! Especially when you got to charge a pair of superheroes for getting it!

Owain presumed that the excitement was over – but awoke the next morning with werecheetah powers and had to save the Memphis Fed-Ex facility from minions of Demon, sent to find their terrible lost weapon!

Since then, he’s been taken into the loose organization of the Mandate – and has been given a uniform and a few random gadgets, as is their usual habit.

The “Dark Imbuement” is one of Demon’s (several) attempts to exploit the faerie magic which has recently been unleashed across the globe. Combining the powers of air and darkness with a bit of Demon’s usual infernal magic to let it to more easily bind to a human soul – and hopefully to place the resulting changeling-hybrid under Demon’s control – resulted in a vaporous mass of something-or-other, awaiting a human host.

Further analysis of the results was put on hold. With both The Guardians and The King attacking the research outpost, the enchanted alembic containing the experiment was entrusted to a minor minion to carry to another base.

Said minion did his best; when he realized that The King was on his tail, he managed to stuff the alembic into a box, address, and entrust it to Federal Express before being captured – but did not realize that the experiments unstable magic would overwhelm the containment spells and warp both them, and the addressing on the package, into a jumble of sorcerous runes.

When Madder Owain checked that package, and tried to decipher the runes which (he presumed) indicated it’s proper destination, he unleashed Demon’s experiment to bond with him…

The “Dark Imbuement” is – at least at the moment – a unique creation, a power drawn from faerie and bonded with a human soul that grants its possessor a portion of the shifting, adaptive, magics of the fey, allowing the user to take on pretty much any role that he or she could dream of. While Demon had hoped for such a result – they aren’t COMPLETELY clueless – the Dark Imbuement is sadly obvious to powerful magicians, making it less-than-ideal as a means of infiltration.

The Dark Imbuement might even be replicable, although it certainly wouldn’t be easy. Fortunately, it isn’t inherently evil – or at least not very evil. It bonds to the darkness in human souls, yes – but human souls mix both light and darkness, and the point of attachment is far less important than the use to which such power is put.

As written, the Dark Imbuement is also a terrible piece of cheese: the user can assume roles worth a hundred and eighty points for a mere twenty-five points. On the other hand, such roles do require game master approval – and obviously have some dark sides, such as being infused with infernal and faerie magic, attracting the attention of such things, and whatever quirks and disadvantages come with a role. Given that all the characters in the campaign are allowed a couple of big slices of cheese, it’s acceptable.

Val Char Cost
24/30 STR 14
24/26 DEX 42
18/21 CON 16
10/13 BODY 0
18/24 INT 8
11/14 EGO 2
10/16 PRE 0
12/24 COM 1
6/9 PD 0
4/7 ED 0
5 SPD 16
10/13 REC 0
36/48 END 0
34/40 STUN 0

Characteristic Rolls: STR: 14/15-, DEX: 14/14-, CON: 13/13-, INT: 13/14-, EGO: 11/12-, PER: 15/16-.

Run: 6/11″, Swim: 2″, Jump: 6/16″, Lift: 696½kg/1600kg.

Cost Powers End
7 The Dark Imbuement Elemental Control (9-pt reserve),
All abilities easily detectable by magical senses (-1/4).
a-25 2d6 Role Adaptation Aid (Fade/5 hours, Max. 60); Range:
0; Generic Limitation (Only for current role): -½; All
points added fade at once, rather than at 5/interval: -½;
Affects: All Powers of Special Effect, +2; Trigger:
Changeable, +½; Extra Time: 5 min., -2; Increased END:
×5, -2; Generic Limitation (May only have four roles at a
time, changing one requires days of study): -¼; Generic
Limitation (Requires a full turn to trigger/”get into a
role”): -½; Difficult to Dispel: ×16, +1This power is actually fairly straightforward: The user
picks a role – such as “Dark Avenger” – and spends several
days studying what would go into that role. He then
occasionally – every five minutes or so to be technical –
spends a few moments contemplating just how cool it
would be to BE a “Dark Avenger”. This costs one
endurance per turn – and builds up one 2d6 triggered
“charge” in that interval. When he has a full hours worth
of dice built up, an identity is ready – and he can spend a
few moments to take it on.He can only have four identities ready to go at a time, but –
once in one – can easily maintain it indefinitely.

Each identity can include up to sixty points worth of skills
and talents, up to sixty points worth of powers, and up to
sixty points worth of Stats – but each identity must be
approved by the game master.

And yes, this is definitely one of Red Scarf’s two
allowable slices of cheese.

25
b-14 Hand-to-Hand Attack (6d6, Total 12d6); Range: 0;
Reduced END: Zero, +½
0
c-6 Shape Shift: Humanoids (Limited Group); Extra Time:
full phase, -½; Requires Skill Roll: -½; Generic
Limitation: -½; Reduced END: Half, +¼
1
d-7 Force Field (6 PD/6 ED); Reduced END: Zero, +½ 0
————————————————————————————————

2 Dark Imbuement – Immune to Aging; Visible (Easily detected by
magical senses): -¼

————————————————————————————————

9 Shape Shift to Werecheetah (Single Form); Reduced END:
Zero & Persistent, +1; Visible (To magical senses): -¼;
Concentrate: ½ DCV, -¼; Concentrate: 0 DCV, -½; Extra
Time: full phase, -½; Extra Time Required: Only At Startup,
½
0
————————————————————————————————

2 Elemental Control: Werecheetah Powers (5-pt reserve) End
Restricted to physically-based powers (-1/2), all powers
Linked to Shapeshifting (-1/2), all powers Visible to
Magical Senses (-.25).
a-1 Regeneration (1 BODY/Turn); Regenerate: Standard, +0;
Activation: 8-, -2
b-2 Armor (4 PD/3 ED)
c-2 Tracking Scent
d-9 Running (+5″, 11″, NC: 88″); Non-Combat Multiplier: ×8,
+10; Non-Combat (MPH): 74; Reduced END: Half, +¼
1
e-3 Superleap (+10″, 16″, NC: 32″); Non-Combat Multiplier:
×2, +0; Non-Combat (MPH): 37; Reduced END: Half, +¼
1
f-5 Feline Senses (Combined Powers Set)
(2) Discriminatory Sense (Smell)
(2) Ultraviolet Vision
(3) Enhanced Perception (all) (+2 to PER)
3 +6 CP to All Attributes AidModifications to Primary Attributes do not affect
secondary attributes. Aid to Defenses has half effect per
standard rules.

1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0;
Affects: All Powers of Special Effect, +2; Reduced END:
Zero & Persistent, +1; Always On: -½; Personal Only: -1;
Increases maximums only, does not speed healing: -1

Aid to Defenses is halved per the standard rules. Aid to
primary attributes does not affect secondary ones.

This is one of the standard pieces of cheese allowed in the
setting…

0
————————————————————————————————

16 Ouroboros Gun Multipower (37-pt reserve) End
A minor gadget from the Jurassic Orphanage Arsenal, the
Ouroboros Gun fires sticky glop that can produce a variety
of effects – sticking over eyes, between victims or surfaces,
or simply sticking the victims limbs together. OAF (Gun),
four clips of six charges each.
u-1 3d6 Flash (Normal Sight); Range: 150 0
u-2 Clinging (Clinging STR +15); Usable Against Others: ×1
mass, 1; Champions Advantage (Usable at Range – Base
100): +½
u-1 3d6 Entangle (DEF 3); Range: 150 0
————————————————————————————————

2 Combat Dress Elemental Control: (4-pt reserve)
Monopole’s superhero “uniforms” are actually fairly good… All
abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-5 Armor (8 PD/4 ED); Hardened: ×1, ¼; Always On: -½;
Activation: 14-, -½
b-4 Life Support Systems
(3) Need Not Breathe; Relies on OAF Faceplate of OIF Uniform: -½;
Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev
(1) Life Support: Intense Heat/Cold; Short term and subject to upper
limits: -1
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
c-2 +3 level w/Stealth (Camouflage)
————————————————————————————————

0 Agent Electronics Package
Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
All abilities Conventional Technology (-1)
a-2 Radio Listen and Transmit; Usable By Others: Simultaneous
Use, +½
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½
c-2 Flash Defense (Sight, 5 pts); Usable By Others:
Simultaneous Use, +½
d-2 Eidetic Memory; Always On (Memory is either perfect or
utterly gone): -½; Items must be intentionally stored in
limited memory space: -1
e-1 Basic Computer Functions
(1) Absolute Time Sense
(1) Lightning Calculator
f-1 GPS/Heads-Up Map Display: Navigation; Usable By Others:
Power Lost, +¼,
12-
g-2 +1 level w/Rangefinder/Targeting System: Ranged Combat;
Usable By Others: Power Lost, +¼; OCV Only: -½
h-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range:
0; Affects: Single Power of Special Effect, +¼; Extra Time:
1 min., -1½; Activation: 11-, -1; Must have program
available to load: -2
3
This allows the user to load maps (area knowledge),
mission information, and so on. All of it should be Usable
By Others/Power Lost, so you can load a total of 10 points
worth of information.
(2) Programs
1) Monitor instruments and transmit information to user and
command systems. 2) Replay information/database search.
Both programs normally run continuously after boot-up.
(4) Easy Interface: Computer Programming; Usable By Others:
Power Lost, +¼
14-
————————————————————————————————

Cost Skills, Talents, Perks Roll
20 +2 level w/Overall Level
10 +2 level w/HTH Combat
3 Acting 12-
3 Bureaucratics 12-
3 Disguise 11-
1 Passport
1 Helicopters
————————————————————————————————

125+ Disadvantages
10 Reputation (11-)
15 Dependent NPC: Half a dozen people (Incompetent, 8-); Skills:
Normal, +0
20 Hunted: Dagger (8-); Capabilities: More Powerful, 15;
Non-combat Influence: Extensive, +5; Geographical Area:
Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Demon (8-); Capabilities: More Powerful, 15;
Non-combat Influence: Extensive, +5; Geographical Area:
Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Must Help Those in Need (Very Common, Strong)
20 Honorable (Common, Total)
20 Code Against Killing (Common, Total)
15 Overconfidence (Very Common, Moderate)
15 Secret Identity
5 Accidental Change: Catnip (8-)
5 1d6 Unluck
5 Distinctive Features – Always Smoking; Concealability: Easily,
5; Reaction: Noticed and Recognizable, +0
5 Poor

OCV: 9; DCV: 9; ECV: 5; Mental Def.: 0; Phases: 3, 5, 8, 10, 12

PD/rPD: 27/18; ED/rED: 20/13

Costs:  Characteristics 99, Powers 171, Base 125, Disadvantages 175. 270 Spent, 300 Available.

Height: 168cm (5’6″), Weight: 65kg (143 lbs), Sex: Male, Age: 36, Race: Cheetah-American

Appearance: Madder was middle-aged, but is slowly growing younger due to the Dark Imbuement. He now has dyed black hair. He always wears sandals, even in winter, so he doesn’t tear his shoes. He has a slender build.

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