Cabal: Dreizehn


(A Tribute to the character Nu-13; because Blazblue is just cool incarnate.)

Story: Dreizehn is the prototype android fashioned by the insane but brilliant Doctor Vitus, who lacks but one thing before finishing his greatest achievement: a living spirit. Until then, Dreizehn is but an empty husk awaiting life. The reason for this requirement is that Doctor Vitus isn’t a roboticist at all, but an enchanter, and master of golem-making. His latest creations may feature articulated joints, advanced composite flex-metals, and techno-fetish shockwave lances, but they remain magical creations, subject to magical restrictions.

This is, in fact, why he needs to steal a still-living soul: an already-dead one cannot tolerate the living-energy infusion needed to activate the golem. A different energy source might change that, but he intends to power Dreizehn with the concentrated blood of a living deity. (Don’t ask how he got it. It’s a long and truly despicable story.) The prototype is fully capable, but not specialized for a specific purpose. Dreizehn can’t pass for a normal human except at some distance and lacks the magical shapeshifting intended for the Assassin (Fierzehn) models, and isn’t as tough in physical combat as the planned Soldier (Funfzehn) models. However, the body has proven all the basic technologies and sorceries effective – if a sufficiently strong enough living soul can be found to inhabit it.

To that end, Dr. Vitus has begun scouring the region, searching for a suitable supoerherobut, not preferably not one with innate magical powers which could conflict with the enchantments lacing the robotic form. Tests with lesser souls, even wicked and obediant ones, proved that no common creature can give life to this lifeless husk. Of course, obtaining a soul isn’t easy, and superheroes or villains strong enough to inhabit Dreizehn, but weak enough to be caught and used in such a manner, aren’t easily found occurrence. Dr. Vitus suspects that Martyr, Golden Witch, and the Telestrema Spirit may be good candidates, but none are easily found, caught, or controlled.

Martyr is detailed elsewhere; the Cabal believes he would be a useful candidate, and likes the idea of turning their enemy into their slave. They do recognize he may be the hardest to control. Golden Witch is a long-retired superhero, with knowledge of many spells, but no innate powers. Unfortunately for the Cabal, they haven’t located her, and in any case anticipate a considerable battle. Fortunately, she would have few if any superheroic friends still living, and was not known to have allies among long-lived spirits, dragons, or other magical beings. The Telestrema Spirit is a rumored inhabitant of the coastal Northeast since at least the early days of European colonization. If it exists at all, it’s certainly powerful enough to inhabit the shell, but may have too much magical power to adapt to Dreizehn’s form.

The Cabal does not realize that building The Winds of Eternity into their tool means it will absent herself whenever called. They will not be happy, but there’s not much they can do about it once they reliaze what they’ve bought. Of course, a few more such creations would leave them with a rotating pool of powerful servants. And they’ll need them, because the resources already invested in this project are truly awesome, consisting of many fortunes. Dreizehn will become the spearhead of the Cabal’s will, enabling them to outright project power anywhere on Earth.

In combat, Dreizehn will immediately come out with full force, attempting to completely incapacitate the most dangerous enemy, or hang back and use abilities like invisibility and teleportation to get close. She’s not weak, but doesn’t have heavy armor. With a few more points, she would almost certainly pick up the standard Combat Dress to add to her survivability against the most dangerous superpowered combatants. Either way, she’s exceptionally potent and has disgustingly flexible abilities. With smart tactics and the constant use of magic, she’s theratening enough to take on an entire superheroic group herself.

Note that as curerntly designed, Dreizehn doesn’t have the capacity for emotional judgement. Dr. Vitus designed an entire mind, and did so with the intent of endering a pesky soul incaable of independent choice. Without an emotional state to ground her, Dreizehn is capable of causing any harm the Cabal commands, short of the restrictions it placed to counter possible rebellion. She does not, and cannot, value anyone or anything. She won’t engage in witty banter, and won’t hesitate to abuse any known weakness of the heroes with utter ruthlessness, but also without hatred. Mercy and malice alike simply have no meaning to her.

Weight: 52/13312kg (114 lbs/29,286 lbs), Sex: Female (Sort of), Race: N/A

Appearance: A thin, extremely pale teenage girl with white hair, tinted violet. Dr. Vitus’s technicians didn’t waste any time or effort on perfecting the semblance of life, and so numerous flaws prevent the golem from being taken for a living being (no reflexive blinking, impossible skin color, and a disturbingly blank facial expression among others). The physical look is actually based on the whim of Eraser (Neun), and caters to her tastes. At the moment, the lifeless husk wears a cloak with tassels marked with Buddhist symbols of reincarnation.

Value Characteristic Points
13/105 STR 3
20/24 DEX 30
13/19 CON 6
14/20 BODY 8
11/23 INT 1
10/16 EGO 0
5/17 PRE -5
10/34 COM 0
5/19 PD 0
3/17 ED 0
3/7 SPD 0
8/14 REC 0
26/50 END 0
38/50 STUN 4
Total 47
Points Powers END
10 Multipower: Mystic Energy Manipulation (20-pt reserve); Increased END: ×3, -1
u-1 Hand-to-Hand Attack (7d6, Total 28d6); Range: 0; Increased END: ×3, -1 6
u-15 6d6 Dispel Magic; Range: 270; Affects: All Powers of Special Effect, +2; Extra Time: full phase, -½; Extra Time Required: Each Time Used, 1; Increased END: ×3, -1; This is not the strongest Dispel, but likely to limit at least a few options of any magic-using target. 15
u-12 3d6 Killing Attack (RKA); Range: 225; No Knockback: -¼; Increased END: ×3, -1; Dreizehn can focus her mystical energies down into a razor-like shard of raw magic. 12
15 The Recursive Petals of the Divine Lotus (60-pt reserve); Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -1.5 in variable limitations (usually taken as either a 14- activation check or as incantations and gestures plus the -1 individual slot limitations, -.75), requires a full phase (-.5).
u-1 1d6 Transform: Imposes any psychological modification (Major, Limited Class); Range: 0; Reduced END: Zero, +½; Penetrating: +½; Armor Piercing: 1, +½; Affects Desolidified: +½; Time Delay: +¼; No Range: -½; Only works on people who are physically restrained: -½; Cumulative: +½ 0
u-1 6d6 Mind Control; Communication: Verbal, +0; Area Effect (Cone): 6″ long, +1; Only to make people forget things: -1 6
u-1 6d6 Ego Attack; Based on Dex, standard range only, takes range penalties, and is visible.: -1 6
u-1 12d6 Mental Illusions; Only creates the illusion of being entrapped in whirling mists of ill-defined flowers (Ego+10, blind and deaf): -1 6
u-1 Invisibility (Normal Sight, Sight, Hearing, Mental, No Fringe); Only works on observers within 15″, does not work versus things without ego scores.: -½; Does not work against observers with ECV 9+ or Mental Defence 20+. : -½ 6
u-1 Instant Change; Clothes: Any Set, 10; Reduced END: Zero, +½; Uncontrolled: +½; Costs END (well, it would if it hadn’t been bought down to 0): -½; Creates illusory clothing and hairstyles only: -½
12 The Winds of Eternity (62-pt reserve); Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -.5 in variable limitations (usually taken as either a 14- activation check or as incantations and gestures, -.25), side effects (watched by various cosmic beings, who may occasionally draft you for missions, -1), side effects cannot be avoided (-.5), user must have at least 60 points worth of other learned mystic powers (-.5).
u-1 25″ Teleportation (Long Range 25″); Increased Range: ×1, +0; Long Range: 25″; Long Range (miles): 0.03; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Reduced END: Half, +¼ 2
u-1 Extra-Dimensional Movement; Dimensions: Any, +20; Usable By Others: Power Lost, +¼; Time Travel: None, +0; Mass Multiplier: ×4, +10; Carrying Mass: 200 6
u-1 10″ Teleportation (Long Range 10″); Increased Range: ×1, +0; Long Range: 10″; Long Range (miles): 0.01; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Usable Against Others: ×1 mass, 1; Ranged: +½; Trigger: Changeable, +½ 2
u-1 Extra-Dimensional Movement; Dimensions: One, +0; Time Travel (any GM-set temporal nexus point): Group of Dates, +30; Mass Multiplier: ×4, +10; Carrying Mass: 200 6
u-1 15″ Flight (NC: 480″); Non-Combat Multiplier: ×32, +20; Reduced END: Half, +¼; Non-Combat (MPH): 1,250 1
u-1 Water Freedom
(7) Swimming (+20″, 22″, NC: 176″); Non-Combat Multiplier: ×8, +10; Reduced END: Half, +¼; Non-Combat (MPH): 417 2
(2) Need Not Breathe
u-1 Desolidification; Immune to Mental Powers: +20 6
u-1 Faster-Than-Light Travel (32 LY/Year); Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1
16 Elemental Control: Golem of Quicksilver (20-pt reserve); Limited Power: Slightly, -¼; Limited: Quicksilver Golem Powers only (-1/4). The Quicksilver Golem is a creature of magical alteration and transmutation, with the power to live and heal rapidly, act with sudden and disturbing speed, or alter the substance of the body. In mysticism, mercury is a primordial element of change, the source of all metals.
a-20 Life Support (total); Difficult to Dispel: ×4, +½; Limited Power: Slightly, -¼
b-16 Density Increase-8 (×250 mass); Mass: 13,000 kg/28,600 lbs; Extra PD: +8; Extra ED: +8; Extra STR: +40; Knockback: -8″; Limited Power: Slightly, -¼ 4
c-16 END Reserve (300 END, 10 REC/turn); Limited Power: Slightly, -¼
d-20 Armor (15 PD/15 ED); Limited Power: Slightly, -¼
e-5 +40 STR; Doesn’t Affect Figured: -½; Increased END: ×5, -2; Limited Power: Slightly, -¼ 20
f-5 +4 SPD; Costs END: -½; Increased END: ×5, -2; Limited Power: Slightly, -¼
12 +12 CP to All Attributes Great Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(12) 2d6 Aid (All attributes) (Fade/turn, Max. 12); 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; Difficult to Dispel: ×2, +¼; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
132 Aid Enhancements
(8) +6 BODY; Doesn’t Affect Figured: -½
(12) +24 COM
(8) +6 CON; Doesn’t Affect Figured: -½
(8) +4 DEX; Doesn’t Affect Figured: -½
(6) +6 ED
(12) +6 EGO
(12) +24 END
(12) +12 INT
(6) +6 PD
(12) +12 PRE
(12) +6 REC
(12) +12 STR 1
(12) +12 STUN
5 Basic Bulletproof Outfit: Armor (6 PD/3 ED); OIF: -½; Conventional Technology: -1
182 Total Powers  


Points Skills, Talents, Perks Roll
20 +4 level w/HTH Combat
20 Total Skills, Talents, Perks  


100+ Disadvantages
10 Distinctive Features; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
; Dreizehn did not receive the full cosmetic treatment that the proposed Assassin models will, and as such cannot pass for a normal human. Anyone seeing her except at a considerable distance would immediately know something wasn’t right. Only by avoiding any close inspection coudl she conceal herself.
20 Hunted: Dagger (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; *Everybody’s* Hunted by Dagger. Or another reasonably similar organization depending on game world.
15 Always Obeys Orders of Superiors (Very Common, Moderate)
; By default, the Cabal is her superior. That may not hold, and even so, she must accept missions handed down by certain elder powers…
20 Code Against Killing (Common, Total)
; Never let it be said the Cabal is stupid. They intend to use the soul of a potential hero to inhabit Dreizehn, and considered *very* carefully what might happen if they did. With this rule in place, Dreizehn can’t try to kill them in return. She can’t kill their enemies either, but they assume they would have other minions to provide such a finishing blow.
10 Susceptibility: Dispel (1d6 STUN/Turn); Condition: Uncommon, +5
; Magical Construct + Dispel = Bad.
15 Hunted: The Cabal or a Hero Group (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; Dreizehn is almost certain to attract the attention of at least one superhero group very quickly. She doesn’t have the emotional depth to act with subtlety, and in any event is a useful but disposable prototype, and will be treated as such by the Cabal. Should she be captured by heroes or otherwise turned, the Cabal will undoubtedly try to eliminate her.
10 Destitute
; As an emotionless creature, Dreizehn has a hard time understanding why humans use money at all, let alone why they value it.
20 Hunted: Magical Villains (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; Dreizehn is likely to be hunted by magical villains, although the exact individuals can vary from game to game. She has immense potential power, and a revolutionary design as for magical creature. At a bare minimum, they’d want to drain the magical power from her corpse. (Wreckage. Whatever.)
15 Emotionless (All the Time, Slightly)
; Dreizehn does not have any emotional capacity. This causes immense trouble when trying to interpret the needs of living creatures, or determining how they would interpret events themselves. Aside which, she will be rather passive unless ordered to do something, since she has no real motivation, not even to avoid injury. While the emotionlessness itself is likely to remain, this disadvantage would probably be bought off early, as she learns how to interact with humans more effectively.
15 Watched: Elder Beings (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
; As a result of having the Winds of Eternity implanted, Dreizehn will definitely attract the attention of certain powerful beings. These are likely to make life difficult, but not actually attack directly.
150 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
47 + 202 = 249 250 = 150 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 5 0 40/21 35/18 2, 4, 6, 7, 9, 11, 12




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