Champions – Scale, Balancer of the Vanguard

Dinosaur DNA was powerful stuff. The Archosaurs had possessed vast psionic abilities – made possible by distributing the psionic channels throughout their bodies – allowing them to dissipate tremendous waste energies at the cost of overheating what brains they had and making it nearly impossible for them to evolve larger brains – or intelligence.

Splicing those traits into human physiology could provide a human with a great deal of power too – but just a little too much power and the excess waste energies would fuel a degenerative spiral, leading first to madness and later to burnout and death. A couple of decades past, however, no one knew that yet.

Samples from the attack on Japan had made their way to several laboratories and universities – along with reports of the creature’s fabulous powers. Young Andre’, a graduate student with reckless tendencies had quietly diverted a bit of that sample for his own experiments, prepared a mutagenic catalyst – and had injected a bit of it into a guinea pig. After all, it was a potential shortcut to the fame, respect, and wealth he felt that he deserved!

By the time it had either escaped or exploded – it was hard to say which – the laboratory was a wreck and both Andre and Professor Valdemar, who had tried to intervene with his own modest magics, had been exposed to the catalyst – even if it had been massively diluted.

What happened to Andre’ remains as unknown as what happened to his guinea pig – but when the pain awoke Professor Valdemar that night, he devoted his magic to beating back whatever-it-was – and to some extent, he succeeded. Thanks to his occult skills, to a massive dose of luck, and to his minuscule exposure, the professor managed to stabilize his transformation – and even drove it back.

In the morning, Valdemar’s cautious self-examination would reveal that he’d gained the ability to transform himself into a powerful saurian creature – and one equipped with enough regenerative power to keep further ill effects at bay.

Despite the near-inevitable initial misunderstandings he was soon recruited by Vanguard – and has served with some distinction as the groups resident scientist, occultist, and “tough guy” ever since.

While it’s annoying how much taking his reptilian form limits his intellect, the physical boosts are reasonably impressive – and the various glands in his snout and throat produce a remarkable selection of specialized venoms which he can spit to considerable distances. Along with some especially-designed body armor and a suitable electronics package (even if it does look a bit odd on a lizard-creature) those abilities make “Scale” a reasonably formidable combatant. In the Vanguard team he often serves as a sort of balance. If an opponent wants to stay back and use ranged powers, Scale will use his ability to leap great distances and cling to surfaces to close to use his enhanced strength in hand-to-hand. If an opponent would prefer melee, he will stay well back – and preferably well above – the foe and attack with his various venoms. He’s not especially overwhelming in any role, but he’s versatile enough that he can almost always find something useful to do.

 

Scale

 

Value Characteristic Points
10/45 STR 0
20/23 DEX 30
23 CON 26
10 BODY 0
8 INT -2
8 EGO -4
15 PRE 5
2 COM -4
9 PD 0
5 ED 0
4 SPD 10
14 REC 0
30 END -8
45 STUN 0
Total 53

 

Points Powers END
10 Body Transformation Elemental Control (13-pt reserve); Generic Limitation (Lizard Powers Only): -¼; Yes, getting a cheap limitation here, and putting a strength boost into the elemental control, is one of this character’s two slices of cheese.
a-10 Armor (10 PD/10 ED); Always On (Greatly hinders medical care): -½; Generic Limitation (Lizard Powers Only): -¼
b-10 Multiform; Form: Second, ×2; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Generic Limitation (Lizard Powers Only): -¼
c-11 Rock Hard Scales: Hand-to-Hand Attack (6d6, Total 15d6); Range: 0; Reduced END: Zero, +½; Generic Limitation (Lizard Powers Only): -¼ 0
d-11 Running (+9″, 15″, NC: 30″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 27; Reduced END: Half, +¼; Reduced END: Half, +¼; Generic Limitation (Lizard Powers Only): -¼ 1
e-25 +35 STR; Reduced END: Half, +¼; Generic Limitation (Lizard Powers Only): -¼ 1
f-10 Superleap (+21″, 30″, NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 62; Reduced END: Half, +¼; Generic Limitation (Lizard Powers Only): -¼ 2
25 Venom Multipower (50-pt reserve); Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½
u-2 ½d6 Corrosive Venom Killing Attack (RKA); Range: 250; Area Effect (One-hex): 1 hex(es), +½; No Normal Defense (Versus Force Fields): +1; Personal Immunity: +¼; No Normal Defense (Does Body with NND): +1; Continuous: +1; Active Points: 50; Difficult to Dispel: ×2, +¼; Charges: +6, +0; Continuing Charges (Easily washed off): 1 Minute, -3 lev; Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½ 0
u-2 3d6 Fuming Acid Energy Blast; Range: 245; Versus: ED; Area Effect (Radius): 3″ radius, +1; No Normal Defense (Versus Life Support): +1; Charges: 32, +¼; Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½ 0
u-2 2d6 Sticky Fluid: Entangle (DEF 2); Range: 250; Area Effect (One-hex): 1 hex(es), +½; Sticky: +½; Personal Immunity: +¼; Charges: 32, +¼; Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½ 0
u-2 2d6 Sedative Bite: Energy Blast; Range: 0; Versus: ED; Continuous (Countered by any strong stimulant): +1; Reduced END: Zero & Persistent, +1; No Normal Defense (Versus inorganic body structure): +1; Personal Immunity: +¼; Affects Desolidified: +½; No Range: -½; Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½ 0
u-2 1d6 Petrifying Venom: Transform (Major, Single Object); Range: 245; Cumulative: +½; Continuous: +1; Charges: 8, +¼; Continuing Charges: 1 Minute, -3 lev; Uncontrolled: +½; Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½ 0
u-2 2d6 Sophoric Vapors: Drain Endurance (Return/turn); Range: 250; Affects: Single Power, +0; Ranged: +½; Autofire: 5 shots, ½; Area Effect (One-hex): 1 hex(es), +½; Active Points: 50; Generic Limitation (Venoms Only): -½; Extra Time: full phase, -½ 5
10 Regeneration (1 BODY/Turn); Regenerate: Standard, +0
10 Clinging (Clinging STR +0)
1 Swimming (+1″, 3″, NC: 6″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 1
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
151 Total Powers  

 

Points Skills, Talents, Perks Roll
16 +2 level w/All Combat
5 Stealth 15-
21 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (18 points) (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military 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-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; 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.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(6) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½; Champions Limitation (Charms are normally Fragile Inobvious Accessible Foci (-.75) and are powered by Personal Magic (-.25). They cannot normally exceed 10 active points. either singly or in combination. Many powers are difficult or impossible to create as charms: consult the GM.): -1
4 Socratic Ward: Mental Defense (8 pts) ; Add to Total; Focus (Protective Amulet): Inobvious Accessible, -½
30 Total Equipment

 

125+ Disadvantages
20 Distinctive Features: Lizard Man; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
20 Code Against Killing (Common, Total)
10 Watched: Canadian Government (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Public Identity
30 Vulnerability: Cold (1½× STUN and BODY); Attack: Very Common, +15
10 Dependent NPC: Daughter (Normal, 8-); Skills: Normal, +0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
53 + 172 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 3 8 27/18 23/18 3, 6, 9, 12

Scale II – Professor Kemen Valdemar

 

Scale II (Human Form) – Professor Kemen Valdemar

 

Value Characteristic Points
10 STR 0
14/17 DEX 12
18 CON 16
10 BODY 0
18 INT 8
11 EGO 2
15 PRE 5
12 COM 1
2 PD 0
4 ED 0
3 SPD 6
6 REC 0
24 END -6
24 STUN 0
Total 44

 

Points Powers END
27 Variable Power Pool (Control Skill: Occultism) (20-pt Pool); Control Cost: 10; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
6 2d6 Akhasic Tap: Aid: Any Single Skill (Fade/hour, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Concentrate: 0 DCV, -½; Extra Time: 1 min., -1½; Champions Limitation (All points disappear instantly at the end of the hour or if he switches to another skill.): -½ 2
33 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Area Knowledge: Canada 13-
3 Bureaucratics 12-
3 Computer Programming 13-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
3 Forensic Medicine 13-
3 Inventor 13-
0 English (Imitate Dialects); Literacy: Standard, 0
0 French (Imitate Dialects); Literacy: Standard, 0
1 German (Fluent Conv.); Literacy: Standard, 0
1 Japanese (Fluent Conv.); Literacy: Standard, 0
1 Latin (Fluent Conv.); Literacy: Standard, 0
1 Arabic (Fluent Conv.); Literacy: Standard, 0
1 Mandarin (Fluent Conv.); Literacy: Standard, 0
1 Inuit (Fluent Conv.); Literacy: Standard, 0
2 Anthropology 13-
2 Archaeology 13-
2 Biology 13-
2 Cybernetics 13-
2 Electronics Engineering 13-
2 History 13-
4 Occultism 15-
3 Security Systems 13-
3 Stealth 12-
3 Linguist
3 Scientist
58 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (18 points) (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military 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-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; 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.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½; Champions Limitation (Charms are normally Fragile Inobvious Accessible Foci (-.75) and are powered by Personal Magic (-.25). They cannot normally exceed 10 active points. either singly or in combination. Many powers are difficult or impossible to create as charms: consult the GM.): -1
4 Socratic Ward: Mental Defense (8 pts) ; Add to Total; Focus (Protective Amulet): Inobvious Accessible, -½
30 Total Equipment

 

125+ Disadvantages
20 Code Against Killing (Common, Total)
10 Watched: Canadian Government (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Dependent NPC: Daughter (Normal, 8-); Skills: Normal, +0
40 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
44 + 91 = 135 165 = 40 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 8 10/8 12/8 4, 8, 12

 

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4 Responses

  1. […] Scale: A scientist with a powerful, reptilian, alternate form – with an assortment of venoms. […]

  2. […] Scale: A scientist with a powerful, reptilian, alternate form – with an assortment of venoms. […]

  3. […] Scale: A scientist with a powerful, reptilian, alternate form – with an assortment of venoms. […]

  4. […] Scale: A scientist with a powerful, reptilian, alternate form – with an assortment of venoms. […]

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